• Title/Summary/Keyword: 상품성 콘텐츠

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Design and Implementation of Chronic Disease Risk Analysis System according to Personalized Food Intake Preferences (개인 식품섭취 선호도에 따른 만성질환 발생 위험도 분석 시스템 설계 및 구현)

  • Jeon, So Hye;Kim, Nam Hyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.3
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    • pp.147-155
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    • 2014
  • While variety of content on the internet has increased with the development of IT and person's needs about suitable information are increasing rapidly, studies for personalized service have been actively performed. In the study, we proposed the Hypertension and Diabetes risk analysis system according to personal food intake preference using the analysis method of buying preferences in product recommendation system. For the analysis of food intake preference, the Pearson correlation coefficient is used to calculate similarity weights between each reference analysis data and sample data and then reference data should be grouping into the similarity weights and calculating risk of hypertension and diabetes each group. To evaluate the significance of this system, 1,021 subjects are applied the system. Hypertension and diabetes groups' risk is significant higher than normal group statistically so, it is confirmed that food intake preference and the diseases were relevant. In this paper, we verify the validity of hypertension and diabetes risk analysis system using a personal food intake preference.

A Study on the Current Status and Improvement Plans for e-Learning Utilization Using the Delphi Technique: Focusing on Scuba Diving Education

  • Sung-Soo Park
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.143-153
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    • 2024
  • This study aims to analyze both the current utilization of e-learning in the scuba diving education sector and the possible improvements by using Delphi analysis. The study administered three rounds of Delphi surveys with 25 specialists, including business executives and educational leaders from scuba diving centers and resorts affiliated with organizations that conduct scuba diving education through e-learning. The comparative analysis of the state of e-learning utilization and factors for improvement revealed significant insights. In terms of expected benefits, the analysis highlighted an increase in user convenience, temporal flexibility in learning activities, and easy access to products. However, it identified major issues such as the simplistic mandatory exams, inadequate professional depth in the feedback provided, and a lack of bidirectional communication between learners and instructors. Recommendations for improvements included enhancing communication through various online communities, conducting mandatory exams offline, and developing a variety of content. Conducting regular program quality evaluations, integrating with various diving communities, and assigning dedicated tutors were deemed crucial factors for future development.

Effect Cross-national Brand Personality on Preference and Revisiting in Fastfood Restaurant (한.중 대학생의 브랜드 개성이 선호도 및 재방문에 미치는 영향)

  • Lee, Sang-Mi
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.403-410
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    • 2009
  • This paper is to find out which factors affect preference and revisiting on brand personality according to cross-national college students in Korea and China, and to suggest distinguished strategies for attracting core customers continuously on each country and restaurants. The questionary hand out each 150, then used for data analysis 142 in Korean, 122 in China. The results come up with; First, It couldn't compared huge gap for McDonald and Burger King in sampling. Second, three variables (successful, harmony, and western) are highly recognized brand personality in Korean. They should build up powerful image to communicate 20's ages. For Chinese that ranked highly three variables (Darling, Friendly, and Sincere), they reinforced warm-hearted image with special character, providing promotion coupon, and various event. Third, because 2 factors(Sincere and Sensitivity) had significant in preference for Korean and Chinese. It should be formed non-producted parts which are visual decoration, atmosphere, uniform and music. Also, 'feminine' had meaningful for Chinese. Fourth, 'Sincere' was connected directly in revisiting for Korean and Chinese. Trust Is prior to customer and brand. Also, for Korean, 'sensitivity' had significant. Therefore, it should make exciting surrounding, and atmosphere.

A Study on Eva Armisen's Artworks -Focused on Beauty of Universality, Deterritorialization of Art and Design- (에바 알머슨 작품 연구 -보편성의 미, 미술과 디자인의 탈경계를 중심으로-)

  • Byun, Trina Hyunjin
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.435-447
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    • 2016
  • In the 21st century, the phenomenon of interaction in between fine art and design has become more increasingly prevalent. In this paper, the author has analyzed the major works of Spanish artist Eva $Armis{\dot{e}}n$ on a cultural criticism perspective, and has proposed a framework for a deeper understating of the artworks, which reflected the characteristics of contemporary art and culture such as deterritorialization of art and design. As a result, it has been found that the main theme of her artworks is about preferred attitude of a human being in relationship with others, unlike daily lives or innocence of childhood which are well-known subjects to the public. Her main female character could have been formed by blending all of her aesthetic reason, and characteristics of this era and cultural elements. It means that the area where the public enjoys the sense of beauty have been extending from the area of the beautiful to the beauty of universality. It has been found that deterriorialization phenomena, which is a characteristic of post-modern art and design work to dismantle an existing order, the repression, appeared in her work. However, several research areas of her works such as relationship between text and image or formative elements or aphorism etc. still have remained to be solved.

The Characteristics and Evaluation of Local Social Enterprises and Regional Development : The Case of Jinju City, Korea (지역 사회적기업의 실태와 정책과제 - 경남 진주시 사례 -)

  • Lee, Jong-Ho
    • Journal of the Korean association of regional geographers
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    • v.19 no.4
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    • pp.654-667
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    • 2013
  • This paper aims to examine the characteristics of social enterprises in Jinju City, Korea and to provide policy recommendations for promoting the competitiveness of local social enterprises. There are 11 social enterprises in Jinju City that are certified by central and local governments. The survey shows that the majority of social enterprises in Jinju City are based on the local community and their activities are public in nature, including supporting the self-reliance of local under-privileged class or contributing to local socio-economic development. However, it is also revealed that local social enterprises have a great deal of difficulty in making a profit. Particularly, they have much trouble with sales of their services and products, largely due to the vulnerability of marketing and financial ability. This means that the local social enterprises are not capable of being viable in a severe market competition. Thus I suggest some important policy recommendation for invigorating local social enterprises, including the reform of governance system, expansion of public purchase of the products made by local social enterprises, and the facilitation of inter-organizational networking among local social economy agents.

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A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.457-464
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    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.

A Study on the Popularization of Traditional Korean Art through the Case Study of Convergence of K-POP and Traditional Art - Focusing on the idolization of BTS - (K-POP과 전통예술의 융합 사례분석을 통한 한국전통예술의 대중화 방안 연구 - BTS의 IDOL을 중심으로 -)

  • Cho, Young-In
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.27-36
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    • 2019
  • Today, the Korean wave headed by K-pop is newly named as 'New Korean Wave' in that it has been extended to United States, Europe and Russia. K-POP, the main player of the new Korean wave, has been successful in SNS marketing channels. Furthermore, the content of K-pop has attracted the attention of the global audience. The media and public attention on the Korean Wave is meaningful because it is not merely a cultural export. It also makes Korean people feel national pride, seeing the mental influence of its culture on other regions. Moreover, the development of the cultural industry in our society, which is different from industrial or material development, is a proof that Korean society is at the center of globalization. Until the 20th century, Korean culture had been rather receptive than dominant. In other words, it was focused more on acceptance of other cultures than active creation or outflow of its own. Now, however, K-POP is not anymore copying Western culture. It is creating its own unique characters, which makes K-pop very competitive. Korean culture has been formed for a long time in Korea's unique historical background. Korean popular culture also has to establish a solid foothold in world markets through its distinctive and traditional feature. The positive consumer response to Korean pop culture will create the added value of Korean contents and their derivatives, which will heighten Korea's national image also. In other words, if traditional art and K-POP are converged and equipped with our own unique and highly artistic culture, they will take the lead in the global cultural art market. In this study, we will recognize the possibility, growth and development of K-pop culture and analyze the cases of combining K-pop and Korean traditional art. First, we have to blend traditional art and other various genres to create diverse contents, and we have to actively utilize media channels. Second, we must improve people's awareness of the copyrights of traditional art. Also, we have to mitigate the copyrights of creative dance to expand the disclosure of contents which can be utilized. Third, we have to learn about traditional arts from younger age. Fourth, we will expand traditional arts to the whole of Korean cultural policies, which can enhance the nation's cultural value and create economic benefits. These four are expected to be effective ways to preserve the identity of traditional art and at the same time, globalize Korean culture.

Influence of Satisfaction Factors of Traditional Village Visitor on Whole Satisfaction and Behavior Intention -Focusing on Oeam Maul in Asan- (전통마을 방문객 만족요인이 전반적 만족도와 행동의도에 미치는 영향 -아산 외암 마을을 대상으로-)

  • Lee, Jong-Joo
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.402-413
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    • 2013
  • A traditional house or a traditional village experience has been on the rise as a form of experiential cultural tourism. But the Oeam folk village, a experiential cultural tourist destination representing Chungcheng-do seems to confront the stagnancy in the part of growth. It has to grow in two sides of quantity and quality. On the ground of this critical mind, 3 assumptions were established after analyzing previous studies. Additionally, market segmentation using satisfaction factors was practiced. In order to verify assumptions, A questionnaire was made and a survey was practiced. Out of statistic analyses, cluster analysis was practiced to do market segmentation targeting people who visit Oeam folk village and regression analysis to verify established assumptions. The assumption 1 was adopted that satisfaction factors influence whole satisfaction. The assumption 2 was partly adopted that satisfaction factors(sightseeing efficiency, sightseeing convenience, traditional house and experience factor) except food and souvenir factor influence behavior intention. The assumption 3 was adopted that whole satisfaction influences behavior intention. These were similar with the results of previous studies. As the result of cluster analysis to confirm the difference of demographic characteristics according to the market, 2 clusters was classified and classified clusters showed the difference of demographic characteristics.

A Study on the developing Character Contents for the making specialized regional culture - Centering on a development project of Characters in the city of Gwangju - (지역문화 특성화를 위한 캐릭터 개발에 관한 연구 - 광주광역시 캐릭터 개발 사례를 중심으로 -)

  • 신승택;유장웅
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.193-206
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    • 2004
  • 예로부터 빛고을로 인식되었던 광주가 근세에 이르러 의병활동, 광주학생운동, 5\ulcorner18민주화운동, 아직도 끝나지 않은 이념전쟁으로만 비추어질 수도 있는 지역의 이미지를 재정립하고, 도시 경쟁력의 증대를 위한 방안으로 CI사업 추진계획을 수립하고 3개년에 걸쳐(1999~2001) CI전략 개발, CI디자인 개발, 문화상품 개발, 도시환경디자인 개발 등을 추진하였다. 최근 커뮤니케이션에 있어서 캐릭터는 정보의 시각화라는 측면에서 다른 그래픽 심볼에 비해 설득적이라 할 수 있고, 기존의 심볼의 이미지 보완적 보조심볼로서의 개념이 아닌 독자적인 영역이 구축되어야 하므로 광주광역시 캐릭터 개발은 Character Identity 차원에서 메인캐릭터와 이를 각각의 용도에 맞춰 응용전개시키는 이벤트 캐릭터, 브랜드캐릭터로 구분하여 유형에 따라 다르게 적용되어야 할 적용성 및 활용성에 중점을 두고 개발되었다. 광주광역시의 메인캐릭터 개발컨셉은 "빛"과 "생명"으로 결정된 TCI이념을 활용하는 것과 광주의 상징 요소로서 "무등산"을 활용하는 두 가지 방향에서 개발이 진행되었으며, 1999년 10월의 TCI 추진회의 1차선정을 시작으로 광주시민을 포함한 전국민 설문조사와 2000년 4월의 의회설명회에 이르기까지 다양한 방법을 통해 캐릭터 개발안에 대한 평가와 검토/수정과정을 거쳐 기본캐릭터를 완성하게 되었다. 이를 통해 본 광주광역시의 캐릭터는 중장기적으로 치밀하게 계획되고 실천되어야 하며 변화하는 환경에 효율적으로 대응하는 구체적이고 실천적인 연구평가와 접근방법에 대한 연구 등으로 그 지역의 특징적인 문화를 상품화시키려는 노력이 캐릭터개발을 토대로 뒤따라야 한다. 촉진, 중요 연구 주제의 도출 및 연구 진행 계획을 수립하고, 국제적 산학 협력 강화를 통해 공동 연구를 도출하는 자리를 마련함. $\textbullet$본 학술회의에서 발표된 논문들을 취합하여, 논문집 및 CD-ROM을 제작하여 세계적 수준의 연구 결과를 알리고 이 분야에 관련된 학문, 기술 발전에 큰 도움이 됨.emove effectively radioactivity with in Adsorbent. As cleaning heavy water adsorbent and drying on each condition (temperature for drying and hours for cleaning). Because there is something to return heavy water adsorbent by removing impurities within adsorbent when it is dried o high temperature. After operating, we have been applying this research to the way to dispose heavy water adsorbent. Through this we could reduce solid waste products and the expense of permanent disposal of radioactive waste products and also we could contribute nuclear power plant run safely. According to the result we could keep the best condition of radiation s

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A Study on the Recognition of the Traditional Market Food (대학생들의 전통시장 먹거리 인식에 대한 주관성 연구)

  • Kim, Ho-Seok
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.277-284
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    • 2018
  • The purpose of this study was to investigate the Q - method, which is one of the qualitative analysis methods to approach deep and intrinsic meaning about the perception of college students about food in traditional market. Recently, local governments have been developing diverse tourism products aimed at young people in order to revitalize traditional markets. In this study, we classify the perception of food in traditional market by university students, And to suggest strategic implications by using it as basic data for establishing marketing strategy so that young people can visit in the futures. In order to analyze the perception of college students' subjective perception of traditional market food, Factor analysis was used to conduct an exploratory study. To do this, a Q-sort, Program, and Q factor analysis. The results were classified into three types. The first type (N = 21): Memories seeking type, the second type (N = 6): Local culture resource seeking type, the third type(N = 5). Each of these subjective perceptions can be used as a basis for future research. Through the establishment of marketing strategies for each of the three types of classifications, the direction of traditional markets is presented, and a variety of food items that are valuable as local tourism resources are accommodated by accepting university students' to contribute to the revitalization of traditional markets.