• 제목/요약/키워드: attitude control computer

검색결과 150건 처리시간 0.028초

Validating the Entrepreneurial Intention Model on the University Students in Saudi Arabia

  • HODA, Najmul;AHMAD, Naim;AHMAD, Mobin;KINSARA, Abdullah;MUSHTAQ, Afnan T.;HAKEEM, Mohammad;AL-HAKAMI, Mwafaq
    • The Journal of Asian Finance, Economics and Business
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    • 제7권11호
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    • pp.469-477
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    • 2020
  • The main objective of this paper is to examine the applicability of Linan and Chen's entrepreneurial intention model (EIM) in predicting the entrepreneurial intention. EIM is an adaptation of the Theory of Planned Behavior that focuses on entrepreneurial intention and hypothesizing slightly different patterns of relationship with regards to subjective norms. The model also includes human capital and demographic factors. Snowball sampling method was used to collect data using the entrepreneurial intention questionnaire (EIQ) through several social media platforms. The survey indicates that the overall entrepreneurial intention of Saudi students is high (mean = 5.41). Eight out of the seventeen hypothesized relationships were found to be significant. Among the demographic variables, gender-personal attitude was significant whereas self employment experience and years of business education were found to be significantly related with perceived behavioral control. The statistical analysis using partial least square structural equation modelling validated the model. All the three antecedents of entrepreneurial intention were significantly related with entrepreneurial intention. The results of this study will help policy makers to get deep understanding into the phenomenon of entrepreneurship among Saudi university students and thereby develop a conducive environment. This study also validates the entrepreneurial intention model in a different cultural context.

디지털 융복합 시대에 회계정보수업의 TPB에 관한 연구 (A Study on Theory of Planned Behavior of Accounting Information Classes in the Digital Convergence Era)

  • 이신남
    • 디지털융복합연구
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    • 제13권9호
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    • pp.169-175
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    • 2015
  • 융복합 학문이 중요시 되는 21세기에 교수학습방법도 이론 중심의 강의보다 컴퓨터를 활용한 학습이 높은 학습 효과를 보이는 것으로 연구되고 있다. 본 연구는 경기지역 4년제 대학생 중 회계정보수업을 수강한 학습자를 대상으로 계획행동이론을 적용하여 회계정보수업에서 인식적 참여를 향상시키기 위하여 어떠한 요인이 영향을 미치는지를 실증 분석하였다. 분석결과는 첫째, 회계정보수업의 TPB 변수들은 인식적 참여에 있어서 본질적 호기심에 유의적으로 정(+)의 영향을 미치는 것으로 나타났다. 이는 신기술의 활용학습이 회계정보수업에서 학습 태도, 인지된 행위통제, 주관적 기준이 높을수록 인식적 참여 중 본질적 호기심이 향상된다는 것을 보여주는 결과이다. 둘째, 회계정보수업의 TPB 변수 중 주관적 기준이 즐거움에 정(+)영향을 주는 것으로 나타났다. 본 연구의 공헌점은 TPB가 인식적 참여에 미치는 영향을 분석함으로써 학습자의 심리상태를 실증적으로 검증하고, 회계교육 개선을 위한 시사점을 제공하였다는 것이다. 향후에는 연구의 한계점을 보완하여 인식적 참여에 대한 다양한 변수에 대한 연구가 이루어져야 할 것으로 생각한다.

A Study on Emotional Labor of Home Elderly Welfare Center Certified Nursing Assistants

  • Jung Seo, Lee
    • 한국컴퓨터정보학회논문지
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    • 제28권1호
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    • pp.103-110
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    • 2023
  • 재가노인복지센터 요양보호사들의 감정노동에 관한 연구를 통해 복지센터의 운영과 요양보호사의 근무환경을 개선하고자 한다. 본 연구를 위해 K시와 J도 소재 재가노인복지센터 소속 요양보호사 138명을 대상으로 연구하였다. 통계적 분석을 위해 수집된 자료는 SPSS/WIN 17.0을 이용하여 신뢰도 Cronbach's α 계수산출, t-test, 분산분석, Pearson 적률상관계수와 다중회귀분석을 시행하였다. 연구 결과 첫째, 재가노인복지센터 요양보호사들의 감정노동 차이는 치매 교육, 근무경력, 고용 형태, 학력, 나이순으로 감정노동 정도가 더 높았다. 둘째, 조사대상의 소진 정도는 근무경력, 치매 교육, 고용 형태, 나이순으로 높았다. 마지막으로 업무 스트레스, 감정노동은 업무소진에 유의미한 정적인 영향을 미치는 것으로 나타났다. 결론적으로 요양보호사들의 업무소진 방지를 위한 체계적인 감정조절 경험사례와 치매 교육, 서비스 대처 방법에 관한 업무 환류와 업무 스트레스 완화를 근무 여건 개선 대책 연구가 필요하다.

The Role of Tolerance to Promote the Improving the Quality of Training the Specialists in the Information Society

  • Oleksandr, Makarenko;Inna, Levenok;Valentyna, Shakhrai;Liudmyla, Koval;Tetiana, Tyulpa;Andrii, Shevchuk;Olena, Bida
    • International Journal of Computer Science & Network Security
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    • 제22권12호
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    • pp.63-70
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    • 2022
  • The essence of the definition of "tolerance" is analyzed. Motivational, knowledge and behavioral criteria for tolerance of future teachers are highlighted. Indicators of the motivational criterion are the formation of value orientations, motivational orientation, and the development of empathy. Originality and productivity of thoughts and judgments, tact of dialogue, pedagogical ethics and tact are confirmed as indicators of the knowledge criterion. The behavioral criterion includes social activity as a life position, emotional and volitional endurance, and self-control of one's own position. The formation of tolerance is influenced by a number of factors: the social environment, the information society, existing stereotypes and ideas in society, the system of education and relationships between people, and the system of values. The main factors that contribute to the education of tolerance in future teachers are highlighted. Analyzing the structure of tolerance, it is necessary to distinguish the following functions of tolerance: - motivational (determines the composition and strength of motivation for social activity and behavior, promotes the development of life experience, because it allows the individual to accept other points of view and vision of the solution; - informational (understanding the situation, the personality of another person); - regulatory (tolerance has a close connection with the strong - willed qualities of a person: endurance, selfcontrol, self-regulation, which were formed in the process of Education); - adaptive (allows the individual to develop in the process of joint activity a positive, emotional, stable attitude to the activity itself, which the individual carries out, to the object and subject of joint relations). The implementation of pedagogical functions in the information society: educational, organizational, predictive, informational, communicative, controlling, etc. provides grounds to consider pedagogical tolerance as an integrative personal quality of a representative of any profession in the field of "person-person". The positions that should become conditions for the formation of tolerance of the future teacher in the information society are listed.

하이브리드 인식 기술을 이용한 전사적 인적자원관리 (Enterprise Human Resource Management using Hybrid Recognition Technique)

  • 한정수;이정헌;김귀정
    • 디지털융복합연구
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    • 제10권10호
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    • pp.333-338
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    • 2012
  • 인적자원관리는 IT기술을 접목하여 다양한 변화를 가져오고 있다. 특히 HRM이 집단차원의 관리, 물리적 사업장, 근무시간의 제약, 개인적 접촉 등 비과학적 방법으로 이루어졌다면, 현재의 전자적 인적자원관리(e-HRM)는 개별 차원의 관리, 가상 작업 공간의 등장(예. 스마트워크센터, 홈워크 등), 근무시간의 유연화 및 탄력화, 컴퓨터 기반의 통계자료 및 과학적 방법에 의한 분석 및 관리를 근간으로 이루어지고 있다는 점에서 큰 차이가 있다. 따라서 환경의 변화에 따라 기업들은 보다 효율적이고 전략적인 인적자원 관리 체계를 구축하기 위하여 RFID 카드, 지문인식 근태관리 시스템 등 다양한 기술을 도입하고 있다. 본 논문에서는 효율적인 전사적 인적자원 관리를 위한 멀티 카메라를 이용하여 2D 및 3D 얼굴인식기술 기반의 근태관리, 출입통제관리 시스템을 개발하였다. 여기서는 기존 2D방식의 얼굴인식기술이 가지고 있는 문제점인 조명 및 자세에 따른 인식률 저하를 극복하여 90% 이상의 인식률을 확보하였다. 또한 3D 얼굴인식방식의 문제점인 많은 계산량을 개선하기 위하여 3D와 2D 인식기술을 병행하여 처리함으로써 하이브리드 영상인식 및 인식속도를 개선할 수 있었다.

Self-Efficacy as a Predictor of Self-Care in Persons with Diabetes Mellitus: Meta-Analysis

  • Lee, Hyang-Yeon
    • 대한간호학회지
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    • 제29권5호
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    • pp.1087-1102
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    • 1999
  • Diabetes mellitus, a universal and prevalent chronic disease, is projected to be one of the most formidable worldwide health problems in the 21st century. For those living with diabetes, there is a need for self-care skills to manage a complex medical regimen. Self-efficacy which refers to one's belief in his/her capability to monitor and perform the daily activities required to manage diabetes has be found to be related to self-care. The concept of self-efficacy comes from social cognitive theory which maintains that cognitive mechanism mediate the performance of behavior. The literature cites several research studies which show a strong relationship between self-efficacy and self-care behavior. Meta-analysis is a technique that enables systematic review and quantitative integration of the results from multiple primary studies that are relevant to a particular research question. Therefore, this study was done using meta-analysis to quantitatively integrate the results of independent research studies to obtain numerical estimates of the overall effect of a self-efficacy with diabetic patient on self-care behaviors. The research proceeded in three stages : 1) literature search and retrieval of studies in which self-efficacy was related to self-care, 2) coding, and 3) calculation of mean effect size and data analysis. Seventeen studies which met the research criteria included study population of adults with diabetes, measures of self-care and measures of self-efficacy as a predictive variable. Computation of effect size was done on DSTAT which is a statistical computer program specifically designed for meta-analysis. To determine the effect of self-efficacy on self-care practice homogeneity tests were conducted. Pooled effect size estimates, to determine the best subvariable for composite variables, metabolic control variables and component of self-efficacy and self-care, indicated that the effect of self-efficacy composite on self-care composite was moderate to large. The weighted mean effect size of self-efficacy composite and self-care composite were +.76 and the confidence interval was from +.66 to +.86 with the number of subjects being 1,545. The total for this meta-analysis result showed that the weighted mean effect sizes ranged from +.70 to +1.81 which indicates a large effect. But since reliabilities of the instruments in the primary studies were low or not stated, caution must be applied in unconditionally accepting the results from these effect sizes. Meta-analysis is a useful took for clarifying the status of knowledge development and guiding decision making about future research and this study confirmed that there is a relationship between self-efficacy and self-care in patients with diabetes. It, thus, provides support for nurses to promote self-efficacy in their patients. While most of the studies included in this meta-analysis used social cognitive theory as a framework for the study, some studies use Fishbein & Ajzen's attitude model as a model for active self-care. Future research is needed to more fully define the concept of self-care and to determine what it is that makes patients feel competent in their self-care activities. The results of this study showed that self-efficacy can promote self-care. Future research is needed with experimental design to determine nursing interventions that will increase self-efficacy.

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System Development of Cubsat SIGMA(KHUSAT-3)

  • Shin, Jehyuck;Lee, Seongwhan;Lee, Jung-Kyu;Lee, Hyojeong;Lee, Jeongho;Seo, Junwon;Shin, Youra;Jeong, Seonyeong;Cheon, Junghoon;Kim, Hanjun;Lim, Jeonghyun;Lee, Junmin;Jin, Ho;Nam, Uk-Won;Kim, Sunghwan;Lee, Regina;Kim, Hyomin;Lessard, Marc R.
    • 천문학회보
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    • 제39권2호
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    • pp.106-106
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    • 2014
  • SIGMA (Scientific cubesat with Instrument for Global Magnetic field and rAdiation)는 근 지구공간에서 우주방사선량 측정과 자기장 변화 검출의 과학적 목적과 교육적 목적을 가지고 개발하고 있는 초소형 큐브위성이다. $100mm{\times}100mm{\times}340.5mm$의 크기로 약 3.6 kg의 무게를 가지며, 탑재체는 방사선에 대하여 인체와 동일한 산란 흡수 특성을 가진 Tissue Equivalent Proportional Counter (TEPC)와 자기장 측정을 위한 Magnetometer (Mag)이다. 위성체는 구조계, 자세제어계, 전력계, 명령 및 데이터처리계, 통신계로 구성되어있다. 구조계는 위성의 뼈대인 Chassis와 Mag deployer로 이루어져있고, 위성의 안정적인 자세유지를 목적으로 Attitude Control System (ACS) Board와 Torque Coil이 자세제어계로 구성된다. 전력의 생산과 공급 및 충전은 태양전지판과 Electrical Power System (EPS), 리튬 배터리로 구성된 전력계에서 이뤄지며, 명령 및 데이터처리계는 On Board Computer (OBC)와 Instrument Interface board (IIB)를 중심으로 서브시스템의 명령체계와 데이터처리를 다룬다. 통신계는 Uplink인 VHF 안테나와 Downlink인 UHF, S-band 안테나로 구성되며 지상과 명령을 송수신한다. SIGMA는 타임인터럽트 기능을 활용한 Flight Software (FSW)로 운용되며 임무에 따른 6가지 모드의 시나리오로 위성을 운용한다. 이에 SIGMA의 개발과 테스트 결과를 소개한다. 본 큐브위성 개발기술을 바탕으로 향후 천문관측용 위성에도 활용할 예정이다.

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농촌 일차 보건사업에 있어서 마을건강원 업무량 및 업적에 관한 연구 (A Study on Performance and Achievement of Village Health Workers in Rural Primary Health Care Program)

  • 허달영;이명숙;염용태;김순덕
    • 농촌의학ㆍ지역보건
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    • 제12권1호
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    • pp.36-53
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    • 1987
  • It is utmostly important to establish the efficient fitable way of peoples' active participation in primary health care especially in the areas where the public or governmental service input for the basic health care is insufficient like as in rural areas of Korea. In light of above reason, this study focused mainly on the evaluation of roles and activities of village health workers (VHWs) who were selected from grass- root level of village people in order to derive further motivation for active participation. This is believed to be a sort of feedback mechanisms. Actually, the authors collected the activity reports of VHWs who had been devoting themselves in the primary health care services of Jeomdong Area, of Yeoju Gun one of Korea University Community Health Action Programmes and survey record on the VHWs activity from correspondent people. 1 hose data were analyzed through computer programmed package. The activities performed by VHWs were limited to the performance in 1985 for conveniance. The summarized results were as follows; 1) General characteristics of VHWs. Among a total of 28 VHWs in the area, about 39.3g of them have been replaced up to the date since the implementation in 1983, because of moving out, occupational employment and of others. The age of majority (75.0%) lied between the range of 30-50, and educational background of 67.9% belonged to category of primary school graduation, about 50% of them experienced to be or were also entiled "chief of women club" of corresponding villages. 2) Work-load of VHWs. Each VHW was assigned for tasks of health care for average 55 households of 248 persons. They shared approximately 6 days a month for the activity in average and it covered 17 cases of basic health care in a month. A half of the VHWs performed home visits irregularly without solidified schedule. 3) Work performance analysis. Informations collected through VHWs were compared with data from official vital registration at local administration center "Myon Office" in 1985. VHWs collected 100.8 of new born, 116.2 of death, 58.3 of move in and 74.8 of move out in comparison with 100.0 of official registration each. Pregnant women of 79.8% of mothers among the total pregnancy of 94 which were confirmed as normally delivered or aborted cases by all means afterwards had been detected by VHWs as being pregnant and all of them received some of antenatal cares by VHWs. All(100%) of delivered women were detected by VHWs through home visits and they were cared postnatally. Whereas, according to the records of birth registration, the places of delivery were clinic in 33.7%, and mother's home in 66.3%, VHWs reported them to be clinic in 48.9%, midwifery in 20.2%. It was cleared that most of misinformation was caused by uncautious filling of birth registration at notification. Among the total of 717 eligible women under age 44 years, family planning status of 92.6% was reported by VHWs confirming practice of control to be 70.8% of reported fertile women. 4) Attitude of VHW on the roles and functions. Although 92.0% of VHWs expressed VHWs to be worthwhile, only 52.0% of them had dignity and satisfaction in their activity and 44.0% of them had passive attitude of working saying they followed direction regardlessly. Concerning difficulties in performance as a VHW, 60.7% of them pointed out lacking of medical and health related knowledge by themselves. Still, 64.0% of them thought visiting unfamilier house to be awful and 40.0% complained forms of activity to be difficult and hard. It was also revealed that 56.6% confessed lack of interest on community health service itself. Most of VHWs needed more educational training especially on clinical fields such as cares of gynecological diseases, hypertension, diabetes, and other chronic diseaes of the aged. Regular on-the-job basic trainings were said to be needed twice a year.

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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.

대학생의 라이프스타일 유형에 따른 신체계측, 식행동, 건강관련 생활습관 및 영양소 섭취상태에 관한 연구 (Anthropometric Measurement, Dietary Behaviors, Health-related Behaviors and Nutrient Intake According to Lifestyles of College Students)

  • 정선희;나영주;이은희;장경자
    • 한국식품영양과학회지
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    • 제36권12호
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    • pp.1560-1570
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    • 2007
  • 본 연구는 2003년에 행해진 연구이나 일반적으로 라이프스타일은 미시적 차원인 특정개인으로부터 거시적 차원인 사회전체에 이르기까지 여러 규모의 차원으로 파악되고 있으며 이는 개인의 전반적인 활동이나 인식에 영향을 주는 생활양식의 개념으로 여겨지는 점과 다른 선행연구들을 살펴볼 때 일반적으로 10년을 주기로 라이프스타일에 따른 변화를 살펴본 연구들이 많은 점으로 미루어 볼 때 본 연구 결과가 현재의 라이프스타일을 반영할 수 있는 것으로 사료된다. 본 연구에서는 전국 남녀 대학생의 라이프스타일에 따른 신체계측, 식행동, 건강관련 생활습관 및 영양섭취실태를 비교하고자 설문조사를 실시하였으며 조사결과는 다음과 같다. 조사대상자의 연령은 남학생 평균 23.7세, 여학생 평균 21.6세였다. 남학생의 경우, 체중은 '개방적 유행추구형'군이 64.1 kg으로 다른 군에 비해 유의적으로 낮은 것으로 조사되었으며, 여학생의 경우, 신장과 체중은 '성취적 가족추구형'군이 평균 160.9 cm, 50.7 kg으로 '소극적절약 외모지향형'군의 평균 162.7 cm, 52.7 kg과 '개방적 유행추구형'군의 평균 163.1 cm, 53.0 kg에 비해 유의적으로 낮은 것으로 조사되었다. 균형 잡힌 식사 여부에 관한 질문에서 "항상 균형 잡힌 식사를 한다"고 응답한 비율은 '적극적 건강추구형'군이 23.3%로 다른 군에 비해 유의적으로 높은 응답율을 보였다. 신용카드로부터 식비 지출금액의 경우 '개방적 유행추구형'군이 월 평균 23.7만원을 사용한데 비해 '비소비 대인관계추구형'군은 월평균 8.5만원을 식비로 지출한다고 응답하여 유의적인 차이를 보였다. 건강관련 생활습관과 관련하여 '적극적 건강추구형'군이 다른 군에 비해 운동량은 많은 반면 음주와 흡연은 적게 하는 것으로 조사되었다. 결식의 경우 '소극적절약 외모지향형'군이 유의적으로 가장 적은 결식율을 보였으나 라이프스타일 유형과 상관없이 모든 대학생들의 하루 중 3끼 이상 결식하는 경우가 80% 이상으로 나타나 대학생들의 올바른 식습관 형성을 위한 영양교육이 필요한 것으로 사료된다. 체중조절을 하는 이유로는 '비소비 대인관계추구형'의 16.2%가 "건강을 위해서"라고 응답한 반면 '소극적절약 외모지향형'과 '개방적 유행추구형'의 24.8%와 26.3%가 "외모를 위해서"라고 응답하여 유의적인 차이를 보였으나 체중조절 방법으로는 대부분이 "약물복용", "운동요법", "비만클리닉" 등의 순인 것으로 조사되었다. 라이프스타일 유형에 따른 영양소 섭취상태는 남학생의 경우 '개방적 유행추구형'군이 '적극적 건강추구형'과 '성취적 가족추구형'군에 비해 유의적으로 높은 비타민 C의 섭취량을 보였으며 여학생의 경우 '적극적 건강추구형'군이 '성취적 가족추구형'군에 비해 유의적으로 낮은 비타민 $B_2$, 칼슘 및 철분 섭취량을 보였다. 그러나 전반적으로 볼 때 라이프스타일에 관계없이 남녀 대학생 모두 에너지와 칼슘 섭취량이 한국인 영양섭취기준의 70% 수준으로 나타났으며 특히 여학생의 경우 철분의 섭취량이 한국인 영양섭취기준의 80% 수준으로 매우 낮은 섭취율을 보였다. 이상의 결과로 볼 때 경제발전과 사회구조의 변화에 따라 대학생들의 식행동, 건강관련 생활습관 및 영양소 섭취실태도 라이프스타일에 따라 다르게 나타나는 것을 볼 수 있다. 그러므로 대학생 시기의 올바른 라이프스타일의 확립 및 영양밀도가 높은 식품섭취를 통해 건강한 생활을 영위할 수 있도록 학교나 지역사회 및 정부차원에서의 지속적이고 체계적인 영양교육이 필요하다. 또한 일단 성립된 바람직하지 않은 라이프스타일은 쉽게 변화하지 않으므로 이론 위주의 영양교육보다는 실제적인 행동변화를 유도할 수 있는 적극적인 영양교육 프로그램의 개발이 필요한 것으로 사료된다.