• 제목/요약/키워드: analysis on experience

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사회경제적 박탈 경험이 노인의 자살생각에 미치는 영향: 6가지 박탈 유형을 중심으로 (The Effects of Elderly's Socio-economic Deprivation Experience on Suicidal Ideation)

  • 강동훈;김윤태
    • 한국노년학
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    • 제38권2호
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    • pp.271-290
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    • 2018
  • 이 연구는 사회경제적 박탈 경험이 노인의 자살 생각에 미치는 영향을 분석하는 것을 목적으로 한다. 분석 자료는 한국복지패널 9차년도 자료를 사용하였으며, SPSS를 활용하여 빈도분석, 평균차이분석, 상관분석, 로지스틱 회귀분석 등을 실시하였다. 주요 분석결과는 다음과 같다. 첫째, 공적연금을 받지 못했던 경험, 근로능력이 있으나 실업 상태였던 경험, 경제적 어려움으로 균형 있는 식사를 할 수 없었던 경험, 먹을 것이 떨어졌는데도 더 살 돈이 없었던 경험 등의 순으로 박탈 빈도가 높았다. 둘째, 배우자가 없는 경우, 학력과 소득수준이 낮을수록 자살 생각이 높은 것으로 나타났다. 셋째, 돈이 없어서 본인이나 가족이 병원에 갈수 없었던 경험, 2달 이상 집세가 밀렸거나 집세를 낼 수 없어 집을 옮긴 경험, 먹을 것을 살 돈이 없어 균형 있는 식사를 할 수 없었던 경험, 공과금을 기한 내 납부하지 못한 경험, 근로능력이 있으나 직업을 갖지 못한 경험, 경제적인 어려움 때문에 먹을 것이 떨어졌는데도 더 살 돈이 없었던 경험 등이 노인의 자살 생각에 통계적으로 유의미한 영향을 미치는 것으로 나타났다. 이러한 연구 결과를 토대로 이 논문은 의료급여 사례관리 확대, 노인 주거급여 및 정주 여건 개선, 노인 식생활실태 조사 강화, 노인 공과금 지원 방안 확대 등의 정책 방안을 제시하였다.

TUI 환경의 유저 사용 만족도 연구 (A study on user satisfaction in TUI environment)

  • 최흥렬;양승용
    • 디지털산업정보학회논문지
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    • 제11권4호
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    • pp.113-127
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    • 2015
  • An interface in smart device environment is changing to TUI(touch user interface) environment where a system is being controlled by physical touch, differently from a system controlled through conventional mouse and keyboard. What is more important than anything else in this TUI environment is to implement interface in consideration of learn ability and cognitive constructivism according to user's experience. Therefore, now is the time when it is necessary to carry out various studies on smart content design process going a step farther together with discussing the details of user's experience factor. Hence, this study was intended to look into what effect a user's experiential traits had on the production of contents for the purpose of measures for improving TUI user satisfaction in order to effectively realize contents in smart environment. Results were yielded by using a statistical empirical analysis such as cross-tabulation analysis according to important variable and user, paired t-test, multiple response analysis, and preference frequency analysis of user preference on the basis of a survey. As a result, a system was presented for implementing DFSS(Design For Six Sigma) process. TUI experience factor can be divided into direct habitual experience, direct learning experience, indirect habitual experience, and indirect learning experience. And in the results of study, it was possible to find that the important variables of this study had a positive effect on the improvement of use satisfaction with contents on the whole according to the user convenience of smart contents. This study is expected to have a positive effect on efficient smart device-based contents production by providing objective information according to empirical analysis to smart media-based developer and designer and presenting a model for improving the changed TUI usability.

Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • 제21권2호
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

초등학교 6학년의 부정적 인지과정.분노 경험.공격성 간의 관계 (The Relations Between The 6th Graders' Negative Cognitive Process.Anger Experience.Aggressiveness)

  • 김경숙
    • 초등상담연구
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    • 제5권1호
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    • pp.205-226
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    • 2006
  • The purpose of this study was to find out the relations between 6th graders' negative cognitive process and anger experience and aggressiveness. To achieve the goal, it conducted a test to examine children's negative cognitive process, anger experience, aggressiveness targeting 100 children of 6th grade in C elementary school, Gyeonggj province. Then it conducted SPSS 12.0 statistical program to get the results of correlation analysis and regression analysis. The outcomes were as follows. First, there was a meaningfully positive relation between a negative cognitive process and anger experience. In other words, children having more negative cognitive process seemed to experience the feelings of anger more often, this presented the important role of cognition while getting into a temper Second, it reported a positive relation between anger experience and aggressiveness. Children who have experienced anger more often showed more violent behaviors, especially there were more significant positive relations between trait-anger and aggressiveness compared to state-anger and aggressiveness. This could explain some possibilities that children with high level of trait-anger might outrage more often than others by recognizing the situations as anger stimulants. Third, when conducting a regression analysis, a negative cognitive process made an effect on anger experience which affected aggressiveness. However, it did not show a negative cognitive process making a direct effect on aggressiveness. This is considered that children could experience an anger while evaluating an event or object in a negative way based on individual belief, and emotional linguistic behavioral aggressiveness would be formalized as they express the sparked fury either internally or externally. In conclusion, this study proved that there were close relations between children's negative cognitive process and anger experience and aggressiveness. A negative cognitive process affects anger experience, and anger experience affects aggressiveness afterwards. A negative cognitive process affects aggressiveness through anger experience indirectly, and especially trait-anger among anger experience is the main factor to influence on aggressiveness. With consideration of these results, it is believed that mediation is important key to moderate the negative cognition and trait-anger in order to diminish children's aggressive behaviors. This study has a meaning to provide searching for manifold mediating methods between negative cognition and trait anger, with a fundamental resource.

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보육교사의 외상경험이 조직몰입에 미치는 영향 (The Effect of Childcare Teachers' Traumatic Experience on Teachers' Organizational Commitment)

  • 이민희
    • 한국보육지원학회지
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    • 제18권5호
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    • pp.19-31
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    • 2022
  • Objective: The purpose of this study is to examine the difference between teachers' traumatic experience and teachers' organizational commitment while considering individual differences of the childcare teachers and to investigate the effect of childcare teachers' traumatic experience on organizational commitment. Methods: This study used an online survey and collected data from 235 respondents. Then the data were analyzed by using a one-way ANOVA test, Scheffe post-hoc analysis, and hierarchical regression analysis. Results: First, this study found that there was a statistically significant difference between the traumatic experience of childcare teachers and teachers' organizational commitment depending on the age and career stage of the childcare teachers. Second, the childcare experience of childcare teachers showed a positive correlation with experience, and the traumatic experience showed a negative correlation with the organizational commitment. Third, childcare teachers' traumatic experience had a negative effect on normative and continuous immersion, respectively. Conclusion/Implications: This study contributes to the literature by recognizing the events that occurred in the process of childcare and identified the cause of the decrease in childcare teachers' motivation to work. It also suggests the need for continuous research on traumatic events that childcare teachers' experience during work in order to protect the rights and interests of childcare teachers.

The Influence of User Experience Elements of Digital Music Access Platform on User Loyalty: Mediation Effect of Usefulness Perception, Epidemic Perception

  • Zhang, Weiwei
    • 한국컴퓨터정보학회논문지
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    • 제24권7호
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    • pp.45-52
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    • 2019
  • With the popularity of mobile Internet and smart phones, the domestic digital music access platform has entered a period of rapid development. Existing studies in the academic circle have shown that experience has a positive impact on user perception and loyalty. However, the research on the relationship between brand loyalty, user perception and user experience of Internet products has not received much attention. Starting from the brand loyalty theory and user experience theory, this paper explores the mechanism of user experience, user perception and brand loyalty of digital music access platform. Based on the development status of digital music access platform in China, the purpose is to explore how the user experience of the mainstream digital music access platform can affect Usefulness Perception, Epidemic Perception. And to explore how the Usefulness Perception, Epidemic Perception can affect users' brand loyalty. also further explore the role of users' perception in this process to understand the relationship between brand and user experience. In practical operations, 398 formal questionnaires were issued online to collect first-hand data, and reliability analysis, factor analysis, correlation analysis and hypothesis analysis were carried out successively on the data in the later stage. Through research, it is found that the user experience of digital music access platform has a partial significant impact on the perception and loyalty of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived usefulness of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived popularity of applications. The e perceived usefulness and perceived popularity of the digital music access platform are positively correlated with the loyalty of the application. Through this research, it has certain guiding significance to the promotion of digital music access platform's brand loyalty degree.

우리나라 청소년들의 흡연유형 경험 영향요인 (Factors Affecting the Smoking Type Experience of Korean Adolescents)

  • 빈성오
    • 한국학교ㆍ지역보건교육학회지
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    • 제23권2호
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    • pp.65-76
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    • 2022
  • Objectives: The purpose of this study is to investigate the factors that affect the smoking type among those who have used regular cigarettes, liquid or cigarette-type e-cigarettes. Methods: The subjects of analysis were 6,081 people who had smoked regular cigarettes or e-cigarettes. For data analysis, SPSS ver.25.0 statistical package program was used. Multinomial logistic regression analysis was performed to find out the factors affecting smoking type. Results: Factors affecting the experience of using e-cigarettes compared to regular cigarette smoking are gender and class. Academic performance, living with family members, drinking experience, and secondhand smoke in school. The factors influencing dual use compared to regular cigarette smoking were gender, class, academic performance, economic status, living with family, drinking experience, and experience of secondhand smoke in school. Smoking cessation attempts had an effect on dual use compared to regular cigarette smoking. Conclusion: Smoking cessation experience had a greater effect on e-cigarette use than regular cigarette smoking.

서비스접점 기반의 고객경험관리 포트폴리오 분석을 위한 방법론 설계: 코웨이의 공기청정기 사례를 중심으로 (Methodology Design for Service Encounter-based Customer Experience Management Portfolio Analysis: Focus on the Case of Coway's Air Cleaner)

  • 박근완;황승준;황의종
    • 한국IT서비스학회지
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    • 제22권5호
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    • pp.17-30
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    • 2023
  • A company's sustainable growth is a very important goal, and for this purpose, the company's business model is changing into a convergence of products and services. The purpose of PS-Offering is to maintain a long-term relationship with customers, and customer experience management is necessary for this. This study presents a service design methodology that can support customer experience management of the PS-Offering business model. The experience management portfolio analysis methodology consists of four steps: 1. Deriving service encounter through customer journey maps; 2. Identify the service structure of each service encounter in three forms (FFC, FSC, FSE). 3. Analyze the customer's emotional variables, that is, customer experience, at each service encounter, Finally, 4. After plotting the level of customer experience at the service encounter, the analysis is conducted with a customer experience management portfolio that seeks future strategic plans for this. The methodology presented in this study will help in the service design of the service encounter unit centered on customer experience. And it will improve the financial performance of the company by raising the service level of the business model.

지식정보자원시스템 이용자 경험 지표개발에 관한 연구 (A Study on the Development of User Experience Indicators for The Knowledge and Information Resource System)

  • 전정현;이지연
    • 한국문헌정보학회지
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    • 제54권3호
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    • pp.209-236
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    • 2020
  • 본 연구에서는 이용자 경험의 관점에서 지식정보자원시스템을 평가하기 위한 이용자 경험 지표를 개발하였다. 선행연구에서 도출된 이용자 경험요인을 검증하고 지표로 개발하기 위해 설문조사를 수행하였으며, 사전조사 158명, 본 조사 480명을 대상으로 데이터를 수집하였다. 수집된 데이터는 기술통계, 탐색적 요인분석, 상관관계분석, 확인적 요인분석, 경로분석을 통해 분석을 수행하였다. 수행결과 총 7개 경험요인, 37개 세부 경험요인, 105개 시스템 지각요인이 최종 지식정보자원시스템 이용자 경험 지표로 도출되었다. 도출된 이용자 경험 지표는 지식정보자원시스템 이용자들이 지각하는 이용자 경험 정도를 측정할 수 있으며, 검증된 평가지표로서 활용하여 각 경험요인에 대한 단순 비교가 아닌 상관관계가 반영된 실효성 있는 평가를 진행해 볼 수 있다는데 의의가 있다.

의류기업의 경험제공수단에 따른 소비자의 브랜드 경험유형이 브랜드 충성도에 미치는 영향 (Effects of Consumer Experience Related to Experience Providers of Apparel Companies on Brand Loyalty)

  • 황정인;박재옥
    • 한국의상디자인학회지
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    • 제15권1호
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    • pp.175-189
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    • 2013
  • This study was aimed at finding the effects of consumer experience related to experience providers of apparel companies on brand loyalty. The participants of this study included experienced SPA fashion brand shopping female consumers who are between the ages of 20 to 50 residing in Seoul. A total of 285 questionnaires were used for the survey of this study. Methods of data analysis included. The result of this study revealed the 9 factors of experience providers in apparel companies: co-branding, advertising, visual/verbal identity & signage, design & quality, physical environment, people, emotional environment, websites, and sales promotion. The 5 factors of consumer experiences were behavioral experience, relational experience, affective experience, intellectual experience, and sensory experience. The experience providers of the apparel company had a significant impact on consumer experience of SPA, such as behavioral experience, sensory experience, affective experience, intellectual experience and relational experience. Of all, consumer experience of SPA as well as behavioral, sensory and affective experiences had a positive impact on brand loyalty. In conclusion, experience providers, at the disposal of the apparel company, are tactical implementation components for creating consumer experience. Therefore, the marketing strategy of apparel companies should be focused on eliciting affirmative responses from consumers.

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