This study aims to develop effective strategies for stimulating seafood consumption in the growing young children market, particularly at a time when interest in healthy eating is increasing. To achieve this, data from the 2023 survey on changes in seafood consumption behavior of 1,000 domestic consumers by the Korea Disease Control and Prevention Agency were utilized. The analysis was conducted using an ordered probit model, along with T-tests and chi-square tests to examine the determinants of seafood consumption. The results indicated that the presence of young children in a household significantly influences seafood consumption. This is largely due to the perception that seafood is beneficial for the health and safety of infants and toddlers. Households with young children prioritize food safety and convenience, showing a preference for pre-processed seafood, while households without young children tend to purchase unprocessed seafood and prepare it themselves. This study highlights the impact of having young children on seafood consumption and purchasing behavior, providing valuable insights for the development of targeted seafood marketing strategies and policies.
The Metaverse’s virtual world is used in various industries and is expected to continue to grow in the future. In addition, the Metaverse is a new type of society that integrates various new technologies, and NFT products play an essential role. Therefore, NFT product characteristics and industry trends should be assessed to revitalize the NFT market. To this end, this study confirms the influence relationship between social presence and NFT product characteristics in the Metaverse environment and examines the impact of each characteristic on consumer satisfaction and continued engagement intention to NFT product. Statistical analysis such as exploratory factor analysis, reliability analysis, confirmatory factor analysis, correlation analysis, and structural equation modeling (SEM) using IBM SPSS Amos was conducted on data collected through a survey targeting male and female Korean consumers in their age group 10 to 50. Study results indicate that social presence significantly impacted all characteristics of NFT products (authenticity, scarcity, rarity, collectability, and interactivity). Scarcity and authenticity significantly impacted consumer satisfaction, and both authenticity and consumer satisfaction significantly impacted continued engagement intention. Thus, effective product development and marketing strategies can be established only by presenting different emphasized characteristics depending on the type of NFT product and the Metaverse’s social presence.
촉각과 정서에 관해 이루어진 선행 연구들에서는 어떤 촉각 자극이 특정 정서를 유발하는가에 초점을 맞춰 진행되 었다. 또한, 시각이 촉각 지각의 과정에서 중요한 역할을 함에도 불구하고 촉각의 단일 양상에만 주목하여 연구가 진행되었다. 이에 본 연구에서는 촉각 자극을 활용하여 거칠기, 경도, 시각 차단 여부라는 세 가지 변인이 촉각 지각 에 따른 정서 경험에 미치는 영향을 알아보고자 하였다. 실험 자극은 일상생활에서 접할 수 있는 사물을 사용하였으 며, 거칠기 2조건(거친, 매끄러운), 경도 2조건(단단한, 부드러운)을 교차하여 ‘거친/단단한’, ‘거친/부드러운’, ‘매끄러 운/단단한’, ‘매끄러운/부드러운’이라는 4가지 조건에 맞게 선정하였다. 실험은 시각 차단 여부에 따라 두 세션으로 구분되었다. 참가자들은 촉각 자극을 보지 않으면서 만진 뒤에 평정하는 세션을 마치고, 촉각 자극을 보면서 만진 뒤에 평정하는 세션을 진행하였다. 반복측정 변량분석 결과, 보면서 자극을 만질 때 더 긍정적으로 느끼며, 보지 않으면서 자극을 만질 때 더 부정적으로 느낌을 확인하였다. 또한 매끄러운 자극과 부드러운 자극을 더 긍정적으로 느끼고 거친 자극을 더 부정적으로 느꼈으며, 이 경향이 보지 않고 만졌을 때 더 강했다. 본 연구의 결과는 시각 정보가 제공되는 경우와 제공되지 않는 경우 촉각 경험에 대한 정서 반응이 어떻게 다른지를 이해함으로써, 정서와 시각 정보 처리 간의 상호작용에 대한 이해를 높일 수 있다는 시사점을 가진다.
This study analyzed the impact of Higher-order resources on profit sustainability for domestic companies using a mathematical statistical model. Higher-order resources refer to resources that do not directly affect profits but influence other resources that directly contribute to profits. As a result of analysis using 30 years of actual data from more than 650 domestic companies, the average duration of competitive advantage including high-order resources was found to be about twice as long as the period suggested by the autoregressive model excluding high-order resources. Through this, if companies want to earn more profits over a long period of time than their competitors, they must not only possess resources that are more valuable, rare, difficult to imitate, and non-substitutable compared to their competitors, but also that higher-order resources can contribute to changes in these resources over time. It was confirmed that it must lead the long-term profit difference. High-level resources include strategic planning, mergers and acquisitions (M&A) capabilities, and good forecasting.
The disposal of organic pollutants is one of the important research topics. Some of the studies in this field are based on the degradation of organic pollutants with a catalytic agent. The cobalt tetraoxide/peroxymonosulfate system is an important catalytic system used for the radical degradation of organic pollutants. To increase the catalytic efficiency of such reactions, graphitization of activated carbon used as a support solid and nitrogen doping to the carbon structure are commonly used methods. In this study, cobalt tetraoxide production, N-doping and graphitization were carried out in a single step by heat treatment of activated carbon doped with the phthlocyanine cobalt (II) complex. The catalytic performance of the catalyst/ peroxymonosulfate system was investigated by changing the pH, catalyst, and PMS concentration parameters on rhodamine B and 1,3,5 trichlorophenol, which were used as models. It was seen that the catalysts had 97% activity on rhodamine B in 16 min and 100% on 1,3,5 trichlorophenol in 6 min. It was observed that the catalysts continued to show high catalytic activity for five cycles in reusability studies and had a very low cobalt leaching rate. These results are in good agreement with previously published studies. In line with these results, the synthesized N-doped graphitic carbon/Co3O4 catalyst can be used as an effective catalyst for wastewater treatments.
이 연구는 대학별로 대면수업으로 전환되면서 대면수업 학습 환경에서 메타버스를 활용한 진로교과목 수업이 학습실재감과 학습지속의향에 어 떤 영향을 미치는지 확인하였다. 연구결과 인지적, 감성적, 사회적 학습 실재감과 학습지속의향과의 상관분석결과 모두 정(+)의 상관을 보였고, 감성적 학습실재감과 사회적 학습실재감, 학습실재감 전체가 학습지속 의향에 정(+)의 영향을 미치는 것으로 나타났다. 비대면 수업에 적응해 왔던 대학교 1학년 학생들이 대면수업에서 메타버스를 활용해 팀원들 과 함께 같은 가상공간에서 느끼는 편안함과 소통방식이 학습 실재감 을 느끼게 하고 학습지속의향에 미치는 중요한 요인임을 확인하였다. 향후 개인특성을 반영한 후속연구의 필요성과 대면수업에서의 활용 가 능한 함의를 제시하여 본 연구결과가 수업현장에서 유용한 자료를 제공 한다는 점에서 의의를 갖는다.
Digital fashion represents key technologies for the online environment, and it has been used as a new marketing strategy for the fashion industry. As consumer digital experience has been diversified, research on the effect on consumer attitudes and behavior toward digital fashion needs to be investigated. This study examines the effect of visual tactile and presence of VR fashion stores on consumer attitude via consumer surveys. Visual tactile and presence positively influence consumer experience which includes fantasy, feeling, and fun. In addition, these three experiences positively affect consumer attitude. The moderating effect of cyber motion sickness is discussed. Academic and practical implications for digital fashion are provided.
Imagination plays a critical role in travel decision-making. Given the intangible nature of tourism products, tourists cannot directly experience and evaluate the tourism resources in advance. Thus, tourists must first mentally predict and imagine the future travel experiences and scenarios in the destination based on the marketing information (e.g., travel photo, promo video) and prior knowledge, then form their subjective evaluation of the travel product. This future-thinking process is called “mental simulation”. Stacks of research have shown that mental simulations positively affect travel behavior (Le et al., 2019). However, given that travel is a kind of novelty-seeking activity, tourists are usually not familiar with the destination environment and activities. The lack of prior knowledge might inhibit their mental simulation process, even if destination photos and videos are provided. Thus, how to effectively arouse tourists’ mental simulation of destination experience is an important question for effective tourism marketing.
In recent years, with its amazing online interactive promotion ability, e-commerce live streaming has attracted the attention of theoretical scholars and practical experts. This study takes “co-presence (CP) ” and “social presence (SP) ”, which are the prominent features of e-commerce live streaming, as the breakthrough point to explore the mechanism of the influence of co-presence and social presence on purchase intention. In this study, consumers with e-commerce live streaming watching experience are taken as participants, and the method of structural equation modeling is used. It is found that: presence significantly impacts flow experience and consumer purchase intention, while the impact of the two kinds of presence (SP, CP) is variable. the promotion effect of the two kinds of presence (SP, CP) on consumer purchase intention is completely mediated by flow experience. The mediating effect of co-presence on consumer purchase intention through flow experience is regulated by e-commerce live streaming topicality, but social presence doesn’t.
Based on the metaverse situation, this paper explores the influence of perceived usefulness and usability on brand experience. The brand experience include two dimensions of sensory experience and behavioral experience. And then, based on 329 valid data collected through online experiment, it makes an empirical analysis by structural equation model and hierarchical regression. Results show that, metaverse situational perceived usefulness and usability have significant effects on customer sensory experience and behavioral experience, and sensory experience plays a mediating role in the effects of usefulness and usability on behavioral experience. Social presence plays a positive moderating role in the influence path of usefulness and usability on sensory experience and behavioral experience.
Conventional flipped learning instructional models are operated in a blended learning environment online and offline. In contrast, this study moved onto fully online systems and explored how a sense of presence worked for students’ learning outcomes at university English writing courses. The two research questions for this study are: 1) What is the relationship between a sense of presence (teaching, cognitive, social presence) and learning outcomes (group cohesion, class satisfaction)? and 2) What are the variables among a sense of presence that affect group cohesion and class satisfaction? For the purposes of this study, 46 university students from English composition courses answered student questionnaires in the spring of 2021. Correlation and multiple-regression analyses were conducted to look into the relationships among the variables. Additionally, focus-group interviews were conducted and teaching journals were analyzed. The major findings were revealed as follows: Firstly, a sense of presence was significantly related to group cohesion and satisfaction. Secondly, social presence and cognitive presence only had a predictive power of group cohesion. Thirdly, cognitive presence and teaching presence were significant predictors of class satisfaction. Pedagogical implications are discussed for those interested in applying flipped learning in a fully online setting.
The mobility of radionuclides is largely determined by their radiological properties, geochemical conditions, and adsorption reactions, such as surface adsorption, chemical precipitation, and ion exchange. To evaluate the safety assessments of radionuclides in nuclear sites, it is essential to understand the behavior and mechanism of radionuclides onto soils. Since nuclear power plants are located in coastal areas, the chemical composition of groundwater can vary depending on the intrusion of seawater, altering the adsorption distribution coefficient (Kd) values of radionuclides. This study examines the impact of seawater on the Kd values of clay minerals for cesium (Cs) and strontium (Sr). The results of Cs+ adsorption experiments showed a broad range of Kd values from 36 to 1,820 mL/g at an initial concentration of 1 mg/L and a high sorption coefficient of 15-613 mL/g at an initial concentration of 10 mg/L. Montmorillonite, hydrobiotite, illite, and kaolinite were ranked in terms of their CEC values for Cs+ adsorption, with hydrobiotite having the highest adsorption at 1 mg/L. The results of Sr adsorption experiments showed a wide range of Kd values from 82 to 1,209 mL/g at an initial concentration of 1 mg/L and a lower adsorption coefficient of 6.68-344 mL/g at an initial concentration of 10 mg/L. Both Cs+ and Sr2+ demonstrated lower Kd values at higher initial concentrations. CEC of clays found to have a significant impact on Sr2+ Kd values. Ca2+ ions showed a significant impact on Sr2+ adsorption distribution coefficients, demonstrating the greater impact of seawater on Sr2+ compared to Cs+. These findings can inform future safety assessments of radionuclides in nuclear sites.
본 연구의 목적은 가상현실 체육실 수업의 실재 경험이 즐거움과 몰입을 경험할 때 스포츠 활동 참여의도에 어떤 영향을 미치는지 알아보는 것이다. 조사는 초등학교 고학년을 대상으로 총 300명을 60부 씩 표본추출하여 설문지 중 응답이 불성실한 24부를 제외하고 총 276부의 자료를 연구에 사용하였다. 본 연구에서 사용한 데이터 처리는 SPSS ver. 24.0 및 AMOS 버전. 24.0 통계프로그램을 이용하여 확증요인 분석, 빈도분석, Cronbach's α 계수계산, 상관분석, 구조방정식모형분석을 실시하였다. 이러한 과정을 통 해 다음과 같은 결과를 도출하였다. 첫째, 가상현실 체육실 수업의 실재 체험은 즐거움에 정(+)의 영향을 미쳤다. 둘째, 가상현실 체육실 수업에서 즐거움과 몰입의 관계는 정(+)의 영향을 미쳤다. 셋째, 가상현실 체육실 수업의 즐거움은 체육활동 참여의도에 정(+)의 영향을 미쳤다. 넷째, 가상현실 체육실에 참가한 학 생들의 수업몰입도는 향후 체육활동 참여의도에 정(+)의 영향을 미쳤다.
저층 침적 위험·유해물질(Hazardous and Noxious Substances)은 해저에 침적되는 위험·유해물질로 직접 및 광학 탐지 기법의 적용 이 어렵기 때문에 수중에서 효과적인 음향 탐지 기법 적용이 요구된다. 본 연구에서는 저층 침적 위험·유해물질인 클로로폼(Chloroform)을 이용한 후방산란신호 측정 실험을 통해 저층 침적 위험·유해물질 음향 탐지 가능성을 확인하였다. 제작된 아크릴 수조 내에 지점토를 이 용하여 웅덩이를 만든 후 Pan&Tilt를 이용하여 수평입사각을 90°에서 50°까지 0.5° 간격으로 변화시켜가며 클로로폼 유무에 따른 후방산란 신호 측정이 수행되었다. 송수신기를 단상태로 주파수 200 kHz, 신호길이 25 인 정현파 신호를 이용하여 송수신하였으며, 클로로폼 유 무에 따른 후방산란신호를 측정하였다. 클로로폼이 침적된 경우 수평입사각 약 80°이하에서 물과 클로로폼 경계면에서의 후방산란신호 수신준위가 작아지는 것이 확인되었다. 물과 클로로폼 경계면에서의 후방산란신호 측정된 결과를 통해 저층 침적 위험·유해물질 음향 탐 지 가능성을 확인하였다.
Purpose: Since the COVID-19 pandemic, virtual simulation practice has been increasingly activated as an alternative to clinical practice in nursing colleges. This study aimed to provide basic data by confirming changes in self-efficacy and nursing knowledge in the virtual simulations of nursing students, and identifying virtual presence, virtual patient learning system evaluation (VPLSE), and practical satisfaction. Methods: This was a single-group pre-post quasi-experimental study. The subjects were 28 third-grade nursing students. Results: Self-efficacy and nursing knowledge increased significantly (p<.001). Virtual presence had a significant positive correlation with VPLSE) (p=.002) and practice satisfaction (p=.011). There was also a significant positive correlation between virtual simulation learning evaluation and practice satisfaction (p<.001). Conclusion: Based on these results, virtual simulation practice can be used with clinical practice as an educational method to improve nursing students' self-efficacy and nursing knowledge in nursing education. Virtual presence was confirmed as a significant variable to improve practice satisfaction and VPLSE. It is necessary to develop a virtual simulation program that can improve virtual presence through collaboration with virtual reality technology experts.