• Title/Summary/Keyword: creative behavior characteristics

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A Study on Continued Use of Social Network Services : Focused on the Moderating Effect of User's SNS Literacy (Social Network Service (SNS) 지속사용에 관한 연구 : 사용자의 SNS 리터러시 조절효과를 중심으로)

  • Park, Kyungja;Ryu, Il;Kim, Jaejon
    • The Journal of Information Systems
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    • v.22 no.1
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    • pp.65-87
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    • 2013
  • The development and expansion of communication technology in the field of information technology (IT) have changed the method and culture of communication, mediating communication among people. In particular, since social network service (SNS) has the attributes of information delivery and processing, it has a more powerful dissipating effect and influence than other existing communication methods. The role of users in SNS is important because it has the communication structure of producer-consumer, which consists of sharing, connection and participation of users. In this line, the purpose of this study is to investigate the intention for continued use of SNS by user ability. In order to explain the motivation and behavior for continued use of SNS by users, this study employed the motivation theory and post-adaptation model. The study applied 'media literacy' to the characteristics of SNS media and environment and expanded it into the concept of 'SNS literacy' to identify the moderating effect by user ability. Referred to as 'user's ability that is required to use SNS,' the SNS literacy was verified for its moderating effect with the three sub-dimensions: 'technical accessing ability,' 'understanding ability' and 'creative ability.' The major findings of this study are as follows. First, the perceived usefulness and playfulness were found to have a significant effect on the intention for continued use of SNS, showing the same result with previous studies on technology acceptance. In other words, usefulness and playfulness are variables with an explanatory power in the SNS environment as well. Second, the conceptualization of SNS literacy with accessing ability, understanding ability and creative ability was found to be valid. Third, it was verified that there was a significant difference in the SNS literacy between perceived usefulness and continued use, indicating that users with higher ability respond sensitively to usefulness and affect continued behavior. The moderating effect of SNS literacy was also verified in the relationship between perceived playfulness and intention for continued use. The results above confirm the difference in post-adaptation behavior of individuals, and are expected to provide several implications.

Identification and Selection the Mathematically Gifted on the Elementary School (초등 수학 영재의 판별과 선발)

  • Song Sang-Hun
    • Proceedings of the Korean Society for the Gifted Conference
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    • 2001.05a
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    • pp.43-72
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    • 2001
  • Identification and discrimination the mathematical giftedness must be based on it's definition and factors. So, there must be considered not only IQ or high ability in mathematical problem solving, but also mathematical creativity and mathematical task commitment. Furthermore, we must relate our ideas with the programs to develop each student's hidden potential not to settle only. This study is focused on the discrimination of the recipients who would like to enter the elementary school level mathematical gifted education program. To fulfill this purpose, I considered the criteria, principles, methods, tools and their application. In this study, I considered three kinds of testing tools. The first was KEDI - WISC personal IQ test, the second is mathematical problem solving ability written test(1st type), and the third was mathematical creativity test(2nd type) which were giving out divergent products. The number of the participant of these tests were 95(5-6 grade). According to the test, students who had ever a prize in the level of national mathematical contest got more statistically significant higher scores on 1st and 2nd type than who had ever not, but they were not prominent on the phases of attitude, creative ability or interest and willing to study from the information of the behavior characteristics test. Using creativity test together with the behavior characteristics test will be more effective and lessen the possibility of exclusion the superior.

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Reconsideration on the Agglomeration Factors of Cultural Industries

  • Hanzawa, Seiji
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.3
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    • pp.375-388
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    • 2008
  • The early studies on the cultural industries had mainly emphasized the viewpoint of "efficiency" based on the "flexible specialization" theory, but they have gradually shed light on the viewpoint of "creativity": creative human resources and various networks generating creative energies. Despite the importance of these studies, it is impossible to explain every cultural industrial agglomeration phenomena from specific and few viewpoints due to the diversity of each cultural industry. This study describes the dissimilarity of agglomeration factors between the Japanese animation and home video game industries which form salient agglomeration in the same region. Both industries share similar characteristics with industrial agglomeration of SMEs in Tokyo and close inter-firm relationships. However, they differ in their historical development paths and each firm's behavior and strategy because of their own distribution systems and production processes. In particular, the difference in distribution systems clearly affects whether a company values "efficiency" factors of agglomeration advantage or "creativity" factors of that in case of locational choice. The distribution sector of the cultural industry, compared with the production sector, has a tendency to value profitability rather than creation itself. Therefore, a cultural industry with the strong distribution sector tends to form the industrial system emphasizing profitability. The Japanese animation firm is apt to choose its location from the perspective of efficiency, which easily contributes to profitability, because television broadcasting stations are strong distribution sector. Conversely, the Japanese game firm chooses its location from the perspective of creativity due to the absence of strong distribution sector.

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A New Team Forming Method in Engineering Design Course

  • Kim, Jongwan
    • Journal of Multimedia Information System
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    • v.4 no.4
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    • pp.243-248
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    • 2017
  • In a basic engineering design class, first year engineering department students learn about engineering design relevant theories and carry out simple projects in teams. By doing a group project in this subject, students develop basic skills such as creativity, teamwork, communication, and problem solving. Before, class proceeded in a way where teams were randomly configured in the beginning of semester and students began working on their project immediately. However, this research introduces a new method where at the beginning of the semester, students are assigned group assignments. Teammates are randomly chosen and constantly switched so that students get a chance to work with different people and experience diverse styles and characteristics. Then, they autonomously form into teams with people they work best and carry out their project. We present the behavior of a monkey robot that recognizes emotions as a case of applying the proposed method. The feedback from the students suggest that this proposed team forming method serves to be effective especially since students who were not aware of other students' characteristics can get to know one another better and form a productive team.

The Influence of the Characteristics of Start-ups on the Performance of Start-up Firms - Based on the Mediated Effects of Start-up Behavior - (창업가 특성이 창업기업의 경영성과에 미치는 영향 -창업행동의 매개효과를 중심으로-)

  • Yoo, Seung-Ok
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.165-178
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    • 2019
  • Start-up companies have recently emerged as an important pillar of the national economy, becoming the core of expanding new growth engines and creating jobs for the national economy. Accordingly, this study used the Start-up Behavior (opportunity discovery, opportunity utilization) as the main variable to verify the parameter effects, and empirically analyzed the factors of the start-up characteristics on the management performance of the start-up company. To achieve this goal, 221 technology-intensive start-ups 2 to 7 years old were surveyed and analyzed for 22 days from March 4 to March 25, 2019. In summary, the results of the study are as follows. First, it has been shown that "starting-up characteristics" have a positive influence on "start-up behavior." Second, it has been shown that "creative behavior" has a positive influence on "management performance." Third, the effect of "starting-up characteristics" on "start-up behaviour" was shown to be different according to "population statistical characteristics (gender, educational background). Fourth, the effect of "starting up action" on "management performance" was shown to be different according to the demographic characteristics (gender, educational background). Finally, "Start-up Action" has been shown to have a mediated effect in the relationship between "Start-up Characteristics" and "management performance."

Consumer Characteristics Influencing 'Difficulty in Discarding' Fashion Goods (패션제품 버리기 어려움에 영향을 미치는 소비자 특성)

  • Park, Hyun-Hee;Ku, Yang-Suk
    • Fashion & Textile Research Journal
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    • v.19 no.5
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    • pp.559-568
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    • 2017
  • The purpose of this study was to identify the socio-psychological variables and demographic factors influencing the difficulty people may have in discarding fashion goods. In addition, differences of disposal behavior were investigated according to the degree of reported difficulty with which people discarded fashion goods. A total of 260 survey questionnaires were analyzed. Frequency, correlation, exploratory factor analysis, reliability, t-test and multiple regression analyses were used for data analysis using SPSS 22.0. The study results were as follows. First, the difficulty of discarding of fashion goods was positively affected by concern for the environment and the potential for creative reuse of fashion goods, whereas it was not influenced by interdependence. Second, there were differences in the difficulty with which people discarded fashion goods according to demographic factors such as gender and whether or not they held certain religious beliefs; however, there were no differences among other demographic factors. Third, the group demonstrating a high degree of difficulty in discarding fashion goods preferred certain disposal behaviors such as donating to religious organizations, schools, charities etc., exchanging with other people or bartering, reforming for other purposes, selling to secondhand shops or on the internet, storing without wearing it, or discarding it after salvaging reusable parts. The results of this study provide various guidelines for consumers and retailers of fashion products who are interested in the efficient disposal of fashion goods.

Consumers' Need for Uniqueness and Clothing Interest's Effects on Brand Consciousness, Brand Loyalty and Purchase Intention - To Select the Best Model of Constructs - (브랜드 인식, 브랜드 충성 및 구매의도에 대한 소비자의 독특성 욕구와 의복관심의 영향 - 최적모형 구축을 중심으로 -)

  • Kim, Ji-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.10 no.1
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    • pp.125-134
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    • 2008
  • Consumers' need for uniqueness reflects individual differences in counterconformity and related to the attitude toward brands as well as purchase behavior. To understand the relationship between consumer's personal characteristics and purchase behavior, the study investigated the effect of consumers' need for uniqueness and clothing interest on the brand consciousness, loyalty and purchase intention. Survey was utilized to collect the data and subjects were 271 college students. Measures consisted of five main constructs: Consumer's need for uniqueness, clothing interest, brand consciousness, brand loyalty, and purchase intention. The measurement and structural models were evaluated using PRELIS 2 and LISREL 8.53. Consumer's need for uniqueness was confirmed to have three constructs: creative, unpopular, and avoidance. The researcher tested Model 1 and developed five other models-Models 2 through 6-based on the results from Model 1 evaluation. The additional Models 2 through 6 were nested in Model 1. To select a best model, the researcher compared the value of chi-square, RMSEA, GFI, AIC, and ECVI. Since Model 6 also illustrated conceptually or theoretically reasonable relationships among constructs as well, it was finally selected as a best model. In the Model 6, the creative dimension of consumer's need for uniqueness had a negative relationship with brand loyalty, while the avoidance dimension of consumer's need for uniqueness had positive relationship. The unpopular dimension of consumer's need for uniqueness and clothing interest had significant positive effects on the brand consciousness. The brand consciousness was significantly related to brand loyalty and brand loyalty to purchase intention.

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A Basic Study for Development of Communication System on Web Based Collaborative design Environment (웹기반 협조적 설계환경에 있어서 커뮤니케이션 미디어 개발을 위한 기초적 연구)

  • 우성호
    • Korean Institute of Interior Design Journal
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    • v.13 no.5
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    • pp.223-229
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    • 2004
  • The investment scale of design project has been increased rapidly following the recent social and economical demand. The demand of user has been changed variously together with social background like the increase of interest for the high level information oriented society and environment. In addition, it is necessary for the experts like coordinator, architect, color expert, and light designer to collaborate in the interior design process. The expertise diverse areas should be related closely and collaboratively for the smooth processing. It is necessary for the design environment to be changed in order to exchange the information effectively within the proposed period by the variety fields' experts. It is a collaborative design in the design studio that the multi-members collect the related data, suggest the idea, and discuss closely, which makes a decision for the new design concept and design plan in the fixed time. It is necessary to make a new kind of communication media concept in the design process, where the multi-members participate, and the collaborative design is processed in physically simultaneous space or in the far distance such as it is done above. In this paper, it is investigated for the communication for the design and creative behavior to explain the collaborative work in the process of design. The characteristics of collaborative design and demand design environment are summarized in the background of this kind of the creative behavior concept. Especially, the communication media for increasing the process effectiveness is explained and the concept for the development of web based collaborative design system is summarized.

A Study of Impulse-Buying and Psychological Characteristics of Female College students by Body Cathexis and Clothing Attitude (신체만족도.의복태도에 따른 여대생의 충동구매와 심리적 특성에 관한 연구)

  • Park, Jeong-Eun;Jeong, Su-Jin;Kang, Kyung-Ja
    • Korean Journal of Human Ecology
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    • v.14 no.6
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    • pp.985-994
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    • 2005
  • The objective of this study was to investigate differences in clothing behavior and individual characteristics of female college students by their body cathexis and clothing attitude. The college students selected by random sampling were classified into four groups by their body cathexis and clothing attitude: positive congruity(positive body cathexis and clothing attitude, G1), positive incongruity(negative body cathexis and positive clothing attitude, G2), negative congruity(negative body cathexis and clothing attitude, G3), negative incongruity(positive body cathexis and negative clothing attitude, G4). The results were as follows: G1 was high in both public and personal self-esteem and self-image, extroverted, refined and impulsive. G2 were fashion opinion leaders, highly uneasy about society, highly impulsive, modem, peculiar, creative and introspective. G3 was highly uneasy about society, low in self-esteem, and less impulsive. G4 was low in both public self-esteem and fashion innovation, and avoided impulsive buying.

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Assessment Factors for Seismic Performance of Multi-block Stone Pagodas (적층 석탑의 내진성능 평가요소)

  • Kim, Namhee;Koo, In Yeong;Hong, Sung-Gul
    • Journal of the Earthquake Engineering Society of Korea
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    • v.23 no.1
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    • pp.19-29
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    • 2019
  • Recent earthquakes in Korea caused some damages to stone pagodas and thereby awakened the importance of earthquake preparedness. Korean stone pagodas which have been built with very creative style of material use and construction method are worthy of world heritage. Each stone pagoda consists of three parts: top; body; and base. However each tower is uniquely defined by its own features, which makes it more difficult to generalize the seismic assessment method for stone pagodas. This study has focused on qualitative preliminary evaluation of stone pagodas that enables us to compare the relative seismic performance across major aspects among many various Korean pagodas. Specifically an analytical model for multi-block stone pagodas is to be proposed upon the investigation of structural characteristics of stone pagoda and their dynamic behavior. A strategy for seismic evaluation of heritage stone pagodas is to be established and major evaluation factors appropriate for the qualitative evaluation are identified. The evaluation factors for overall seismic resisting behavior of stone pagodas are selected based on the dynamic motions of a rigid block and its limit state. Numerical simulation analysis using discrete element method is performed to analyze the sensitivity of each factor to earthquake and discuss some effects on seismic performance.