• 제목/요약/키워드: perceived visibility

검색결과 45건 처리시간 0.023초

여중고생의 혁신과 또래압력이 색조화장행동에 미치는 영향 (Effects of Innovation and Peer Pressure on Color Make-up Behaviors of Middle and High School Students)

  • 남헌일;송기유;이재의
    • CRM연구
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    • 제3권2호
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    • pp.1-20
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    • 2010
  • 본 연구는 청소년의 특성상 획일적인 유행현상으로 인한 동조소비나 독특한 집단문화의 확산 등을 볼 때 여중고생의 색조화장행동에 있어서도 그들만의 특성을 지닌 영향요소가 있을 것이라고 보고, 이들의 개인적 특성 및 사회적 준거집단에 대한 영향력을 통해 화장행동의 고도화 및 일탈행동으로 이어지는 영향을 검증하였다. 이를 위해 여자 중 고등학교 학생을 대상으로 색조화장을 하는 정도와 동료 간의 영향력을 중심으로 설문조사를 실시 하였으며, 수집된 총 297부를 최종분석에 사용하였다. 실증분석 결과, 첫째, 여중고생의 색조화장행동에 있어 사회적 자기효능감은 혁신과 또래압력 수용정도에 모두 정(+)의 영향관계를 나타냈다. 특히 사회적 자기효능감은 또래압력에 부(-) 영향관계를 예측하였으나, 정(+)의 관계를 나타내 또래집단의 특성상 자신에 대한 확신이 높다하더라도 집단에 동조하는 등의 여중고생의 심리적 특성을 나타냈다. 둘째, 여중고생의 화장에 대한 가시성은 혁신과 또래압력정도에 부(-)의 영향을 나타내 여중고생의 화장에 대한 가시성이 높은 타인의 눈에 쉽게 인식되는 정도이더라도 새로움을 추구하지 않는다는 것을 나타냈다. 또한 가시성은 또래압력을 받기보다는 오히려 또래집단에 영향력을 행사할 수 있음을 나타냈다. 셋째, 여중고생의 화장에 대한 혁신과 또래압력이 화장행동에 모두 긍정적 영향을 미치는 것으로 나타났다. 또한 화장행동에 대한 상대적 영향력은 혁신보다는 동료 압력에 의한 영향력이 더 높게 나타나 여중고생의 화장행동은 또래 압력의 영향력이 크다는 것을 시사하고 있다. 넷째, 여중고생의 화장행동의 고도화는 화장만족과 일탈행동에도 유의한 영향을 미치는 것으로 나타나 여중고생의 색조화장행동에 대한 새로운 시각이 필요함을 시사하고 있다.

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가상현실 모션센싱 입력장치에 대한 혁신 저항과 수용 (Innovation resistance and adoption regarding a virtual reality motion-sensing input device)

  • 박현정;최재원;신경식
    • 지식경영연구
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    • 제16권4호
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    • pp.191-213
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    • 2015
  • With the advancement of virtual reality technology, virtual reality contents and devices are being competitively released. This research deals with an early stage adoption model of a motion-sensing input device which enhances the user experience of these virtual reality contents and devices. In contrast to the previous research on the adoption or resistance of innovative products, this work compares and analyzes the antecedents in MIR(Model of Innovation Resistance) of resistance-perspective as well as those in UTAUT2(Extended Unified Theory of Acceptance and Use of Technology) and IDT(Innovation Diffusion Theory) of adoption-perspective, and suggests a resistance-incorporated adoption model from a new viewpoint. The analysis of questionnaire data indicates the following results: Performance expectancy, effort expectancy, price value, hedonic motivation in UTAUT2 and visibility in IDT have a significant negative influence on innovation resistance. Compatibility in IDT and MIR exerts a positive influence on perceived value. Social influence and hedonic motivation in UTAUT2 positively relates to perceived value. Higher innovation resistance results in lower perceived value, with innovation resistance and perceived value negatively and positively affecting intention to use, respectively.

정보시스템 수용모델에 있어서 사회적영향의 조작화와 역할 (The Operationalization and Role of Social Influence in Technology Acceptance Model)

  • 양희동;권순동
    • 한국경영과학회지
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    • 제28권1호
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    • pp.97-113
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    • 2003
  • In numerous studios of Technology Acceptance Model ( TAM ), the social Influence construct has been operationalized as subjective norm. This study Proposes to stretch two construct to Include two more constructs : image and visibility. This paper also questions about the paths regarding this comprehensive construct. Due to the controversies regarding the significance of social Influence on IS usage, this study taps the possibility that social influence works as an antecedent to PU (Perceived Usefulness) and PEU ( Perceived Ease of Use) We could find the significant differences In path coefficients depending on how social Influence Is operationalzied.

정보기술 수용에 있어서 사용자 특성과 정보기술 특성에 따른 사회적 영향의 차이 (The Differences of Social Influence on Information Technology Adoption by Knowledge Work and IT Maturity)

  • 양희동;문윤지
    • Asia pacific journal of information systems
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    • 제15권2호
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    • pp.97-120
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    • 2005
  • As information systems are introduced in organizations, user attitudes toward IS are crucial factors for the success of such systems. Hence, understanding what affects user attitudes should be a major concern in MIS research. The purpose of this study is to improve the understanding of social influence on IS adoption. Social influence construct is stretched to include four items: subject norm, image, visibility, and voluntariness. Also, this paper examines the roles of two moderators regarding social influence: user characteristics and IT maturity. We could find that 1) social influence has a significant impact on perceived usefulness(PU), perceived ease of use(PEU), and intention, 2) the social influence on PU is more noticeable for knowledge worker than for undergraduate student, and 3) social influence on knowledge worker's PU is stronger for emerging IT(e.g., wireless internet services) than for mature IT(e.g., spreadsheet software).

정보격차 해소 차원에서의 전자정부 서비스 이용촉진 연구 : 장노년층 사례를 중심으로 (A Study on Promoting Senior Citizens' Use of e-Government Services as an Effective Means for Reducing Digital Divide)

  • 권문주;최연숙;김태웅
    • 한국IT서비스학회지
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    • 제9권2호
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    • pp.73-92
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    • 2010
  • E-government refers to the delivery of government information and services online through the Internet or other digital means. Unlike traditional structures, e-government systems are two-way, and available 24 hours a day, seven days a week. The interactive aspects of e-government allow both citizens and bureaucrats to send and receive information. Criticism about the provision of e-Government services, however, has proposed a more user-oriented approach. The user needs to be placed at the center of the development and the provision of e-Government services. Furthermore, e-government literatures seldom explore acceptance issues among the aged. Attempting to address this gap, we take the approach based on a combination of Technology Acceptance Model and Theory of Planned Behavior, with data gathered via a questionnaire from service users over 50 years and older. The findings indicate that perceived usefulness, ease of use, subjective norms, trust, visibility, facilitating conditions and political efficacy are direct or indirect predictors of citizens‘ intention to use an e-government service. Implications of this study for research and practice are presented.

노인들의 온라인 건강 정보 탐색 및 건강관리의 장애요인과 증진방안에 대한 연구 (An Exploratory Study on Barriers and Promotion to Older Adults' Online Use for Health Information Search and Health Management)

  • 안순태;강한나;정순둘
    • 한국노년학
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    • 제39권1호
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    • pp.109-125
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    • 2019
  • 본 연구는 노인들의 온라인 건강 정보 탐색 및 건강관리를 막는 주요 장애 요인을 살펴보고 증진방안을 검토하였다. 65세 이상의 노인을 대상으로 면대면 설문이 이루어졌고, 총 240명이 참여하였다. 정성적인 자료 검토를 위해 의미 연결망 분석(Semantic Network Analysis)을 실행하였고, 정량적인 자료를 바탕으로 위계적 회귀분석을 하였다. 분석 결과 정보 검색을 막는 주요 장애 요인과 건강관리를 막는 주요 장애 요인으로는 유용성(예, 원하는 정보 없음, 상세정보 부족, 신뢰성)과 이용용이성(예, 검색방법, 앱설치, 잘 안보임)으로 나타났다. 기술수용모델(Technology Acceptance Model)에서 제시하는 인지된 유용성과 인지된 이용용이성이 노인들의 모바일 앱 이용의도와 정적인 관계를 보였다. 즉 유용성과 이용용이성을 높이는 것이 노인들의 모바일 앱의 이용의도를 증진시킬 수 있는 것으로 나타났다.

A Study on Optimal Quality Fabrication for the Tactile Sensation of Low Visibility Using 3D Printing

  • Han, Hyeonsu;Ko, Junghyuk
    • 방송공학회논문지
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    • 제24권7호
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    • pp.1237-1245
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    • 2019
  • Most of the blind are low vision blinds due to injury or disease. As their vision decreases, they are experiencing inconvenience in their normal life and forgetting their memories with their family. The purpose of this study is to use Lithophane printing technology to help their normal life and to remember their family. Also, the manufactured 3D plates are to study the conditions that can be optimal understood through the tactile sense of low vision blind. When the low vision blind person understood the 3D plates, they chose three parameters that affect their tactile sense. And by comparing their tactile sense, the optimal condition results were found. This paper was concluded with (1) the round form that perceived as 3D objects, (2) the thin thickness similar to Braille, and (3) the high resolution that can be expressed in detail.

소셜 라이브 스트리밍 서비스에서 소셜 어포던스의 영향 (The Effect of Social Affordances in Social Live Streaming Service)

  • 문윤지
    • Journal of Information Technology Applications and Management
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    • 제27권6호
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    • pp.31-51
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    • 2020
  • During the last decade, social live streaming service like Periscope, Ustream, and YouNow has developed from a niche market into a mainstream activity. In this media environment, social live streaming service has a tremendous impact on the social behaviors of users. Despite the rapid development, there are a lack of studies to make better understand the media environment changes through social live streaming service. This study adopted an affordances approach that leads us to identify six distinctive social affordances (visibility, accessibility, information sharing, social interaction, role-taking, interactive revenue) for user engagement in social live streaming service. Specifically, this study explores the impact of social affordances on perceived flow, followed by user engagement including passive and active engagement. Empirical data analysis with 258 questionnaires suggests that social affordances affected users' flow perception, and flow has an effect on active as well as passive engagement. Contrary to the expectation in a hypothesized research model, only the impact of accessibility on flow was rejected.

의복과 립스틱의 동일색상 톤 변화에 따른 의복착용자의 이미지 평가 (The Image Evaluation for Tone Variation in Same Color of Clothing and Lipstick of the Clothing Wearers)

  • 정수진
    • 한국의상디자인학회지
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    • 제9권2호
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    • pp.15-30
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    • 2007
  • The purpose of this study is to investigate the effect of makeup, clothing tone and clothing style on wearer's with same color coordination of lipstick and clothing. The experimental materials developed for this study were a set of stimulus and response scales (7-point scale semantic). The stimuli were 64 color pictures were manipulated by computer simulation. This experiment design was $2{\times}2{\times}4{\times}4$ factorial design. The stimuli were a set of eyeshadow color(brown), clothing style (formal style of Jacket / skirt and casual style of cardigan / pants), lipstick and clothing color (red and orange), lipstick tone(vivid, light, dull and dark), clothing tone(vivid, light, dull and dark). The subjects of this research were 384 female undergraduates living in Gyeongsangnam-do. The investigation was carried out at a lecture hall at the time between 10 a.m. and 3 p.m. in May 2006. The data were analyzed using SPSS program. Factor analysis, 4-way ANOVA, t-test, and Duncan test were used as analysis methods. Image factors according to variation of clothing style, clothing color, and makeup color are composed of 4 different dimensions (visibility, attractiveness, tenderness, and stability). In dimension of the visibility, the image was perceived to be glowing and luxurious regardless of lipstick tone and lipstick color in the case of the vivid tone clothing. According to the variation of clothing style, clothing color and tone, makeup color composed of eyeshadow color, lipstick color and tone, it was investigated that the images for a clothing wearer were expressed diversely, were shown differently in image dimensions, and could be produced to different images. The analysis data for images according to the combination of makeup and clothing color, tone, and style thus provide basic material for image consulting or color coordination.

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인공적인 빛을 활용한 현대 패션의 미적 특성 연구 (A Study on the Aesthetic Characteristics of Contemporary Fashion that Uses Artificial Light)

  • 정현;금기숙
    • 복식
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    • 제58권4호
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    • pp.113-127
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    • 2008
  • Artificial lights have effected the changes of art and fashion concepts as well as human life since the invention of electric light bulb in late 19th century. Artist and designer have had more interested in these artificial lights as the development of digital technology and the change of millennium and they have tried to apply the lights into their works. The purpose of this study is to analyze the aesthetic characteristics of contemporary fashion design using artificial light as a medium. Artificial light for fashion design means the light using luminescent material like phosphorescent and fluorescent materials or in combination with electroluminescent digital technology or the light that can be perceived as images when light projects from media using a light projector or other digital equipment. Fashion design using this light type can change colors or form temporarily and it can playa role as a gadget for hm or as equipment to provide information much as a computer monitor does. And designer can create virtual patterns on the surface of clothes, or virtual fashion like a 3-dimensional holography in empty space. In these fashion designs, the virtual image of light is substituted for physical formative elements in fashion, and the viewer can experience an ambiguity between reality and virtuality. The results of the study were as follow; The formative characteristics of those fashion designs were identified as visibility, indeterminacy, integration and virtuality. And they reflected the internal meanings; the persue of protection and safety, the search for experiment and innovation, the will for interaction and communication and the desire for the deviation and fun.