• 제목/요약/키워드: Use Motives

검색결과 211건 처리시간 0.032초

단청문양(丹靑紋樣)을 응용한 아트메이크업 디자인 연구 (A Study on Art Make-up Design applying the Dan-chung Motives)

  • 이재형
    • 한국패션뷰티학회지
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    • 제2권2호
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    • pp.107-119
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    • 2004
  • Dan-chung had many great traditional patterns of Korea. By investigating its patterns, which comprise the integral part of the formative features, and analyzing the aesthetic characteristics and formative beauty, the foundation was set to use the patterns as the motives of art makeup works. A focus was made on the basic elements, compositions and symbolic meanings of Dan-chung patterns. The representative patterns that were used a lot in Dan-chung made the motives of the four art make-up designs, which tried to integrate the aesthetic senses of the Dan-chung patterns into the art makeup venues. The four patterns were each based on the phoenix, bat, ghost face, and crane. The major colors used were white, black, red, blue and yellow, which were also the cardinal Five Colors of Dan-chung. They were changed in terms of luminosity and coma and manipulated to make harmony with intermediate colors so that the designs would ooze out the Korean aesthetic senses.

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의류쇼핑동기에 따른 소비자 특성에 관한 연구 -과시소비성향과 의복구매행동을 중심으로- (A Characteristic of Consumer Groups Classified by Clothing Shopping Motives)

  • 이승희
    • 한국의류학회지
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    • 제24권8호
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    • pp.1242-1253
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    • 2000
  • The purpose of this study was to find out the shopping motive factors of clothing and to classify consumer groups according to clothing shopping motives, and also to analyze demographic characteristics, conspicuous consumption and clothing purchase behavior among consumer groups. The subjects were 329 women in their twenties living in Seoul. For data analysis, mean, Factor Analysis, Cluster Analysis, $\chi$$^2$-test, ANOVA, Duncan test were conducted. The results are as follows; 1. Three factors of clothing shopping motives were identified: fashion/leisure pursuit, economic, and personal motive. Consumer groups are classified into the following four subdivisions: personalizing group, apathetic group, fashion/leisure pursuit group, economic group. 2. Among consumer groups, there were significant differences in demographic characteristics according to age, occupation of the subjects. 3. Among consumer groups, there were significant differences in conspicuous consumptions according to factors such as brand intention, status symbol intention. 4. Among consumer groups, there were significant differences in clothing purchase behavior according to use of information sources. Regardless of clothing shopping motives, consumer preferred department stores in purchasing formal dress, and preferred haberdashery.bonded store in purchasing casual wear.

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온라인 커뮤니티에서 개인의 참여 동기와 사회적 영향 요인이 몰입에 미치는 영향 (A study on the Effect of Participatory Motives and Social Influence in Online Community on Commitment)

  • 이문봉;김은정
    • 한국정보시스템학회지:정보시스템연구
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    • 제14권2호
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    • pp.191-214
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    • 2005
  • The interests and impacts on the phenomena online are increasing, due to the development of the Internet. Above all, the importance of the online community, which is similar to the community in reality and has a feature being easily committed is on the rise. Firms are transformed into a relationship for successful e-business in line with the online community utilization, as the digitalization society develops. Hereby, this study was intended to empirically analyze the impacts of individual participatory motives (perceived usefulness, perceived. ease of use and perceived playfulness) in the online community and social influences (subjective norm, visibility and image) on the user's attitudinal and behavioral commitment. In the empirical study of this study, a questionnaire survey was conducted targeting individuals who participated in the online community, and the related data was collected through on/offline. Finally, 280 samples were used in the analysis. The results of the major hypotheses test using the covariate structural model analysis are as follows: First, there are differences in the impacts of individual participatory motives in the online community and social influence factors on the commitment. The individual participatory motives in the online community influence the behavioral commitment positively, but the social influence factors are not significant. Second, the attitudinal commitment in the online community shows a mediate effect on the behavioral commitment in the subjective norms and image variables excluding visibility. Third, the relationship between the attitudinal commitment and behavioral commitment is significant.

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모바일 쇼핑동기와 패션애플리케이션 수용 (Mobile Shopping Motives and Fashion Application Acceptance)

  • 이미진;이규혜
    • 디지털융복합연구
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    • 제11권1호
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    • pp.153-163
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    • 2013
  • 스마트기기의 보급으로 애플리케이션의 수요가 급격히 증가하고 있다. 기업은 애플리케이션을 마케팅의 수단으로 적극적으로 활용하고 있으며, 특히 패션기업은 애플리케이션을 소비자와 소통하는 수단으로 이용하여 브랜드 노출과 이미지 개선을 시도하고 있다. 본 연구는 스마트기기 사용증가에 주목하여 모바일 쇼핑동기를 알아보고, 소비자의 패션애플리케이션 수용에 대한 지각과 패션애플리케이션의 여러 가지 속성에 대한 속성 중요도 판단에 미치는 영향을 알아보았다. 20-40대 남녀를 대상으로 한 실증적 연구 결과, 모바일 쇼핑동기는 편리성, 편재성, 충동성, 경제성으로 구분되었고, 패션애플리케이션의 속성은 콘텐츠, 지속적 관리, 디자인/가시성, 다운로딩, 커뮤니티로 구분되었다. 모바일 쇼핑동기는 패션애플리케이션 속성 중요도에 영향을 미치는 것으로 나타났고 패션애플리케이션 수용은 패션애플리케이션 속성 중요도에 영향을 미치는 것을 알 수 있었다. 본 연구는 패션애플리케이션의 잠재적 사용자라고 할 수 있는 모바일 쇼핑 사용경험자를 대상으로 연구함으로써 아직까지 활성화되지 않은 패션애플리케이션 속성에 대한 실증적 분석을 하였다는데 의의를 갖는다.

국민학생의 약물에 대한 태도와 남용경험 및 약물교육실태 (The Study on the Attitude about Drugs, the Actual Conditions on Drug Abuse and Drug Education of Primary School Students)

  • 김정순
    • 지역사회간호학회지
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    • 제6권2호
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    • pp.286-298
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    • 1995
  • The purposes of this study were to suggest the need for drug prevention program in primary school and to provide basic data for preventing the youth from their drug abuse. A total of 680 students of primary school in Pusan were selected to answer this questionnair. The data was collected from July 1 to July 15, 1994. The major findings of this study were as follows : 1) The attitude about drugs of primary school students was desirable. By groups, girl students showed more desirable attitude than boy students. 2) 5.9% of subjects had smoking experience, and for the motives of smoking 77.5% of them, the largest numbers, was with curiosity. 3) 39.8% of subjects had experienced alcohol use, and for the motives alcohol use 50.5% of them, the largest numbers, was with curiosity. 4) 1.8% of subjects had experienced inhalants (gas, butane gas), and for the motives of inhalants use 58.4% of them, the largest numbers, was also with curiosity. 5) The rates of smoking, alcohol use and inhalants use were higher in boy students than girl students. 6) The attitude points about drugs in case of smoking, alcohol use and inhalants use were lower than the points in case of not using them. 7) Knowledge level about .drugs of subjects was appeared poor. 8) For the need of drug education 65.9% of subjects responded 'necessary', and they responded most suitable educator as school nurse. 9) The students had received drug education from school in 38.2%, from their parents in 8% and from mass media in 63.5%.

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MMORPG 이용자의 스트레스 대처전략이 자기통제감과 행동적 적응을 통해 지속적인 게임 이용의도에 미치는 영향 (The Effects of MMORPG User's Stress Coping Strategies on Continued Use Intention Through Self-Control and Behavioral Adaptation)

  • 이지현;김한구
    • 한국정보시스템학회지:정보시스템연구
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    • 제29권3호
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    • pp.53-75
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    • 2020
  • Purpose Despite the continued rise in the popularity of mobile MMORPGs, the previous studies mainly focused on negative results of playing MMORPG such as violence and game addiction. In addition, previous studies that verified game play motives were not enough to explain user's fundamental motives for MMORPG play. To verify the positive role of playing MMORPG, this study focused on stress coping strategies on continued play MMORPG, and divided factors into two dimensions: escapism and coping with system. The purpose of this study is to comprehensively identify the discriminatory effects of each factor on users' self-control, and the effect of self-constrol and behavioral adapatation on continued use intention for MMORPG. Design/methodology/approach This study was designed to examine the structural relationships among MMORPG users' escapism, system coping, self-control, behavioral adaptation and continued use intention for MMORPG. Findings The results from this study are as follow. First, the participants' effect-based escapism had a positive impact on self-control, whereas cause-based escapism had a negative impact on self-control. Next, proactive coping and reactive coping for system problem had a positive impact on self-control. In addition, Self-control had a positive impact on behavioral adaptation and continued use intention for MMORPG. Lastly, the behavioral adaptation to MMORPG had a positive impact continued use intention. The results of our study can suggest the positive effects of coping strategy on users' self-control and behavioral adaptation by applying the theory of both escapism and coping with system. Based on our results, game companies should develop contents that can gratify users' coping motives and enhance self-control and behavioral adaptation.

SNS의 이용동기가 SNS의 사회적 자본과 지속적 사용의도에 미치는 영향에 관한 실증연구 (Empirical Study of the Influences of Motives for Using SNS on Relational Capital of SNS and Continuous Usage of SNS)

  • 오은해;이정화;이정애
    • 한국콘텐츠학회논문지
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    • 제19권4호
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    • pp.138-149
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    • 2019
  • 본 연구는 선행연구와 이용 충족이론에 근거하여 SNS의 주요한 이용 동기를 사회형, 정보형, 유희형으로 구분하고, 사회적 관계 자본 이론의 개념을 적용하여 SNS의 이용동기가 SNS에서의 관계 연결과 관계 결속 그리고 지속적 사용의도에 미치는 영향을 실증적으로 검정하였다. 연구 결과 SNS의 사회형, 정보형, 유희형 동기 모두 SNS의 관계 연결과 관계 결속에 유의한 영향을 미치는 것으로 나타났으며, SNS의 관계 연결과 관계 결속 역시 지속적 사용의도에 유의한 영향을 미치는 것으로 나타나, 본 연구의 가설은 모두 채택되었다. SNS의 사회형, 정보형, 유희형 동기 모두 다른 사람들과 소통하고 관계를 맺고, 흥미 있는 분야가 비슷한 타 이용자들과 새로운 그룹을 생성하거나, 관계를 확대하는 중요한 요인임이 입증되었다. 또한, SNS를 통해 상호간 강한 유대감을 형성하는 관계를 형성하고 필요시 정서적 지지를 받을 수 있는 가치 있는 관계를 형성해 나가기 위해 그리고, SNS를 하는 과정에서 다른 사용자들과의 새로운 관계 형성을 통해 자신의 네트워크를 확장시킴으로써 SNS를 지속적으로 사용하게 된다는 것을 확인 할 수 있었다.

이용 동기와 자기 통제력 및 사회적 위축이 스마트폰 중독에 미치는 영향 (The Effect of Use Motives, Self-Control and Social Withdrawal on Smartphone Addiction)

  • 이영주;박주현
    • 디지털융복합연구
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    • 제12권8호
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    • pp.459-465
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    • 2014
  • 청소년의 스마트폰 중독률이 증가하고 있고 이로 인한 많은 문제점이 발생하고 있음에도 불구하고 스마트폰 중독에 관한 연구는 아직 시작단계에 있어 스마트폰 중독예방을 위한 대책마련이 시급한 실정이다. 따라서 본 연구에서는 스마트폰 이용자의 이용 동기와 자기통제력, 사회적 위축이 스마트폰 중독에 어떠한 영향을 미치는지를 확인하고자 하였다. 연구결과 첫째, 스마트폰 이용 동기 중 정보획득, 사회적 관계, 오락성, 여가시간활용 동기는 스마트폰 중독에 영향을 미치는 것으로 확인되었다. 둘째, 자기통제 특성은 조절성이 떨어질수록, 또한 충동성이 강할수록 스마트폰 중독가능성이 높은 것으로 확인되었다. 셋째, 이용자들의 사회적 위축은 스마트폰 중독에 영향을 미치는 것으로 확인되었다. 이러한 결과는 스마트폰 중독에 대한 예방 및 개선프로그램 개발에 기초자료를 제공할 것이라 사료되며, 청소년들의 스마트폰 사용의 강압적인 제지보다는 청소년들의 놀이 활동을 우선 점검하고, 스스로 조절하고 충동성을 완화시킬 수 있는 자기통제력 프로그램의 개발과 실시가 요구된다.

IPTV 광고 이용동기가 IPTV 광고 이용행동에 미치는 영향에 관한 연구 (The Effect of Motives for Using IPTV Advertising on Using Behavior of IPTV Advertising)

  • 최민욱
    • 디지털융복합연구
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    • 제11권8호
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    • pp.321-330
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    • 2013
  • 본 연구에서는 소비자의 능동성이 확대되고 있는 현재의 광고환경에서 상호작용성을 기반으로 하는 뉴미디어 광고인 IPTV 광고를 대상으로 소비자의 광고 이용동기를 파악하였다. 이와 더불어 이러한 IPTV 광고 이용동기가 IPTV 광고 이용행동에 미치는 영향을 파악함으로써 새로운 광고환경에서 광고 이용동기의 중요성을 알아보고자 하였다. IPTV 광고 이용동기를 파악하기 위하여 이용동기 항목 추출을 위한 사전조사를 거쳐 설문조사를 실시하였다. 수집된 자료를 바탕으로 요인분석을 실시한 결과, IPTV 광고 이용동기로'경제', '정보', '광고', '습관'의 4개 요인이 추출되었다. 추출된 IPTV 광고 이용동기가 IPTV 광고 이용행동에 미치는 영향을 파악해본 결과, 각각의 이용동기가 각각의 IPTV 광고 이용행동에 차별적으로 영향을 미치는 것으로 나타났다.

모바일 마케팅의 유형화와 패션 어플리케이션 이용 동기 (Typology of mobile marketing and fashion application usage motives)

  • 신현주;이규혜
    • 복식문화연구
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    • 제24권4호
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    • pp.483-497
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    • 2016
  • The importance of marketing on mobile platforms as well as mobile commerce is increasing dramatically in fashion industry. The purpose of this study was to categorize mobile fashion marketing strategies and to examine application usage motivations that influence brand attitude, purchase decisions, and post-purchase evaluation. Qualitative research methods, in particular focus-groups and in-depth interviews, were conducted to examine the typology of mobile marketing and fashion application usage motivations. Then, a modified survey was used to quantitatively examine what content consumers expect from fashion applications. Results of the qualitative study indicated that consumers perceive sensory (visual, tactile, auditory), relationship, information and practical marketing strategies through motives. Survey result from 229 consumers revealed four fashion application usage motives: sensory, relationship, information and practical. Based on these motives consumers were segmented into three groups: the experience/relationship-conscious, the product information-conscious, and the lifestyle information-conscious. The product information-conscious group showed higher level of monthly income and clothing expenses but lower level of mobile device usages. Lifestyle information-conscious group and experience/relationship-conscious group had higher level of attitude, and post-purchase evaluation. It was experience-relationship conscious consumers who spent more time in mobile use. This study shows a better understanding of mobile marketing environment of fashion applications.