• Title/Summary/Keyword: motivation factor

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

  • Choi, Min-Wook
    • Journal of Digital Convergence
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    • v.11 no.8
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    • pp.321-330
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    • 2013
  • This study attempts to understand the motives for using IPTV advertising and to understand the impact of the motivations on using behavior of IPTV advertising. To understand the motives for using IPTV advertising, a survey was conducted after pre-test for questionnaire design. The Composition of motive factors were ascertained through factor analysis. The analysis produced 4 dimensions of motives for using IPTV advertising, including 'economic motivation', 'information', 'advertising', and 'passing time/habit'. Each motive impacted on each using behavior differently.

A Basic Survey Study on the Research Tendency for Green Interior Architecture (친환경 실내건축 연구 성향에 관한 조사 분석 연구)

  • Chong, Jae-Uk
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.11-18
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    • 2011
  • Including interior architecture, diverse fields of study for eco-friendly environment is in progress due to the world's crisis consciousness of global environment. And nevertheless, practical use of the research results are still low and systematical problems of the studies are inevitable reality. Thus, this study focused on to the enbodiment of green interior architecture study understanding the problems of precedence studies to make suggestion for the future direction and balancing green interior architecture study seeking for better motivation. Analysing results of the precedent studies indicates that the existing studies loss its diversity and concentrated in the narrow based directions. For the enbodiment of green interior architecture, not simply immerse existing planning method found from case study, the study need to perform in overall areas of green interior architecture and diversify its direction. Besides space designer, user's consciousness are also important results to form a new paradigm of eco-friendly environment. For the applications and use of the study results as the design factor in green interior architecture, first and the most important stept is to innovate attitude towards the nature and shift of consciousness through education as well as the relative studies of design and planning realm to drive both technical, and non-technical design factors are highly demanded.

A Study on the Expressive Characteristics of Epidermal Color Applied to the Fashion Store (패션스토어에 적용된 표피색채의 표현특성 연구)

  • Kim, Sun-Young
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.138-145
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    • 2012
  • The epidermal color is one of factors the space for ages. Instead of the epidermal color expression, it made with material and decoration under structure for make shade of meaning before have the new media. But now a days, the epidermal color of the fashion store is getting free owe to the development of color harmony, has a great notion that gets out of the subordinate from color, and it is a emphasized factor with expression and self-control. The epidermal color of the fashion store makes an effort to accept the development and changing of new media. It should show that there role and function is changing constantly according to a new technology, and it gave a motivation for reanalysis about existence and expression of the epidermal color. The purpose of this research is that look around the feature of the epidermal color system, elements, and principle. Then contemporary fashion store is expressive characteristics of epidermal color. Using epidermal color is not common, we can find lots of the case with surface color, layer color, interface color, though. The paper reflects on the meaning and concept of fashion store which enables the application of expressive characteristics on space through advanced technology. Meanwhile, the features of epidermal color such as immateriality of process and communication can be inferred from case analysis.

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Purchase Behaviors on Imported Fashion Luxury Brand's Bag according to the Types of Consumption Values of Female Consumers in 20's and 30's (20-30대 여성 소비자들의 소비가치 유형에 따른 해외 패션명품 브랜드 가방 구매행동)

  • Lee, Ga-Na;Shin, Su-Yun
    • Fashion & Textile Research Journal
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    • v.14 no.4
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    • pp.554-566
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    • 2012
  • The purpose of this study was to classify the consumption values of 20's and 30's female consumers, identify the differences among the consumption value groups, and analyze purchase behaviors of imported fashion luxury brands according to the consumption value types. The subjects were 518 women who purchased luxury bags. The results of the study were as follows. First, as a result of cluster analysis to classify the consumption values of 20's and 30's female consumers, 4 groups were identified as "rare and emotional pursuit group", "functional pursuit group", "fashion pursuit group", and "social and conspicuous pursuit group". Second, 4 groups showed different luxury bag purchase behaviors, such as purchase motivation, purchase selection criteria, information source, purchase frequency, purchase cost of one time, purchase cost of year, the number of possession, purchase place, and store selection criteria. Third, rare and emotional pursuit group ranked the first in terms of product, price, and store satisfaction. Therefore, consumption values were identified as the important factor suggesting purchase behaviors of female consumers in 20's and 30's.

The Effect of PMP Learner Basic Psychological Need factor on Academic Achievements through Learning Satisfaction and Learning Transfer (PMP(Personal Multimedia Player) 학습자의 기본심리욕구 요인이 학습만족과 학습전이를 통해 학업성취도에 미치는 영향)

  • Lee, Eunhye;Kwon, Dosoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.213-227
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    • 2017
  • The recent entry into information society as well as the development and universalization of the Internet through rapid development of ICT technology produced a new educational method called PMP learning. PMP learning overcomes restrictions of previous education methods in terms of time and space and allows the learners to customize their learning environments according to their leads, providing voluntary education that centers on the learners. This study aims to verify the causal relationship in academic achievement of PMP learners through the theory of basic psychological desire, learning satisfaction, and learning metastasis. In order to accomplish this, a study model which applies perceived autonomy, perceived competence, and perceived relationship, which are major variables of the theory of basic psychological desire, was presented. For practical verification of the study model, survey analysis was conducted for students of R High School in Hamyang. Through this, the study aims to provide basic materials for improving the academic achievement of learners in PMP learning. It also plans to suggest educational effects that can be obtained by supporting intrinsic motivation of learners.

The Effect of Psychological Temptation, Site Quality and Sense of Community upon Online Game (심리적 유인과 사이트 품질, 공동체의식이 온라인게임에 미치는 영향)

  • Lee, Sang-Chul;Kim, Nam-Hee;Moon, Jae-Young;Suh, Young-Ho
    • Asia pacific journal of information systems
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    • v.13 no.4
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    • pp.207-227
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    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and to identify causalities among flow, addiction, customer satisfaction and customer loyalty in online industry. Many previous researches in the area of online games have been carried out about addiction by psychologist and about the development of related technologies by scientists. There are only a few studies about the customer satisfaction from the online business perspective. However, this research is different from the previous ones in the sense that both flow and addiction are considered in the study of the relationship between customer satisfaction/loyalty and flow/addiction in the area of online industry. The empirical results of high-order factor analysis indicate that six independent variables such as design, information, feedback, impulsiveness and motivation have converge three second-order variables such psychological temptation, site quality and sense of community. Consequently, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Conclusively, customer satisfaction and loyalty are positively related not with the addiction but with the flow. Besides, customer loyalty is significantly influenced by the flow and the customer satisfaction. This indicates that companies in the online game industry have to develop a strategy for the flow which is more socially and ethically allowable than the addiction.

만족요인 분류를 통한 블로그 서비스 품질 개선 방안 연구

  • Kim, Tae-Won;Park, Sang-Hyun;Kim, Sang-Wook
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.400-410
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    • 2008
  • As the number of blog users has been increasing significantly, a lot of studies have been carried out to find out what makes people use a blog or feel satisfied with it. However, most of the previous studies assumed that dissatisfaction is the opposite of satisfaction and a person who is dissatisfied with a blog does not use it, failing to explain about blog users who do not feel satisfied with their blogs but use them continually. In addition, the studies found out just blog users' motives and satisfying factors in using blogs, and did not suggest any way to improve and promote blog services. Against this backdrop, this study conducted a survey of blog users in order to examine how the satisfying factors of a blog selected through a prior study affect both satisfaction and dissatisfaction of a user. The survey results showed that the satisfying factors are divided into two groups: group A which affect satisfaction and dissatisfaction equally, and group B which affect them differently. Based on the results, this study subdivides group A into high involvement factors and low involvement ones, and group B into motivators, which strongly affect satisfaction, and hygiene factors, which strongly affect dissatisfaction. According to characteristics of each group, this study suggests ways to improve and promote blog services.

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A Study on the Flagship Store design element based on the Change of the Customer Behavior - Focused on the kolongsport Flagshipstore - (소비자 행동 경향에 따른 플래그십스토어 계획 요소에 관한 연구 - 코오롱스포츠 플래그십스토어를 중심으로 -)

  • Ahn, Hyun-Jeong
    • Korean Institute of Interior Design Journal
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    • v.20 no.2
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    • pp.72-84
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    • 2011
  • In accordance with an active development, we now enjoy web 2.0 generation centering bilateral participation through the web 1.0 environment mainly providing the offering information and take a step web 3.0 understanding information by itself. The same time of digital technic development, consumption market arrived at market3.0 generation, also passed by market 1.0 and went via market 2.0 based on bilateral participation and understanding. This change have the marketing implement index changed as well. Nowadays, 7C is generalized of making up sensibility, emotion, communication, relationship, customization and interactive built as a major strategy from the day of 3p focused on customer environment, service process and 4P focused on physical quality of product. It isn't that brand and merchandise create life and experience like as past. It is focused on embodiment of a way of life, culture and creative experience from consumers' own. This treatise, therefore, fixes the object as flagship store positively reflecting the change and examine the change of a marketing code element and social factor stimulating customer behavior change. As a condition of this study, It fixes Maslow Motivation Theory as the main index of customer behavior, and 7C as the marketing code. This treatise ultimately studies the index of flagship store discussion based on domestic outdoor brand cases.

The Effect of Different Types of Leisure Activities' on the Satisfaction and Psychological Well-being of Primary School Students (초등학생의 여가참여유형이 여가만족도와 심리적 행복감에 미치는 영향)

  • Shin, Yeon-Su
    • Korean Journal of Human Ecology
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    • v.20 no.3
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    • pp.533-544
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    • 2011
  • The purpose of this study was to investigate the effect of different types of leisure activities' on the satisfaction and psychological well-being of primary school students. The subjects of this study consisted of 467(boys=191, girls=276) primary school students. The data was analyzed by one way ANOVA, factor analysis, Chi-square analysis, correlation analysis and multi-regression analysis. The main findings of this were as follows: first, there were statistically significant differences in the kinds of activities participated in according to gender. Second, among of the subscale of leisure satisfaction, boys showed higher scores in more education and physical satisfaction than girls, and in the subscale of psychological well-being, boys indicated a higher score in flow and happiness than girls. Third, there were significant differences in leisure satisfaction and psychological well-being in the types of leisure activity. Fourth, the participation motivation of leisure activity statistically influenced psychological well-being. Fifth, leisure satisfaction partially influenced on psychological well-being. Social and environmental satisfaction significantly influenced flow. Education and social satisfaction significantly influenced happiness and psychological well-being.

A Study on the Factors Affecting Pre-Roll Advertising Avoidance by Online Video Content Types (온라인 동영상 콘텐츠 유형별 프리롤 광고회피에 영향을 미치는 요인에 관한 연구)

  • Yun, Yeon-Joo;Lee, Yeong-Ju
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.677-687
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    • 2018
  • The purpose of this study is to investigate the causes of pre-roll ads played before watching online video contents, and to investigate the using motives by dividing them into broadcasting contents clips and web original contents. The results show that broadcast contents clips have higher use of entertainment/habitual use and social interaction, and that the use time of web content is higher when entertainment/convenience and selective use motivation are higher. Second, perceived invasion has the greatest effect on ad avoidance in broadcasting contents clip, and positive attitude toward advertisement is a significant factor in web contents. Content factors such as content preference and engagement did not affect the avoidance of pre-roll ad.