• Title/Summary/Keyword: 소비행위

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An Analytical Comparison of the Variables Related to Daily Trip Generation between Workers and Non-Workers (직장인과 비직장인들의 일일교통발생과 관련된 변수들의 비교분석)

  • 송제룡
    • Journal of Korean Society of Transportation
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    • v.16 no.1
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    • pp.35-46
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    • 1998
  • 본 연구의 목적은 직장인과 비직장인들의 일일교통발생량과 관련된 시간적 요인들과 인구 및 사회.경제적 변수들의 관계를 비교.분석하는 것이다. 이러한 분석은 도심내 직장인과 비직장인들의 교통발생특성뿐만 아니라 교통방생행위 예측을 위한 기초적 이해를 제공한다. 본 연구의 대상 직장인과 비직장인들의 교통발생행태는 미국 텍사스주 샌 안토니오시에 살고 있는 사람들로 한정하였다. 본 연구에서 관련자료의 비교.분석한 결과 첫째, 직장인들의 평균 일일교통발생량이 비직장인들 보다 많다. 주활동 이전의 직장인의 교통발생량은 비직장인들보다 적고, 주활동 이후에는 직장인들이 비직장인들보다 많은 교통을 발생시키고 있다. 특히, 오후 교통혼잡시간대 직장인들의 교통발생이 비직장 인들보다 많은 차이를 나타낸다. 둘째, 두 집단의 주활동 기간은 그 밖의 다른 활동에 소비한 시간과 주활동 전후의 교통발생수와 반비례 상관관계를 갖는다. 주활동의 시간의 다소에 따라 다른활동을 위한 시간적 여유와 교통량과 밀접한 관계 때문에 주활동의 시간은 교통량분석에 있어 결정적 변수이다. 마지막으로 출근하기 이전 직장인들의 교통량은 사회.경제적 변수들과 관계없이 독립적으로 발생되나, 퇴근한 이후에는 모든 인구 및 사회.경제적 변수들과 밀접한 함수관계를 갖는다. 비직장인들의 교통발생은 자동차 보유대수와 경제적 여유수준과 밀접한 관계를 나타낸다.

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Smart Emotion Lighting Control System Based on Android Platform (안드로이드 플랫폼 기반의 스마트 감성조명 제어 시스템)

  • Jo, Eun-Ja;Lin, Chi-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.147-153
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    • 2014
  • In this paper, we propose smart emotional lighting control system based on the android platform. The proposed smart emotional lighting control system be configure android platform and sensibility lighting equipment, expansion device, zigbee module. Smart emotional lighting control system based on the android platform is automatic control possible using the illumination sensor, and by selecting the desired lighting partial control can be designed. The experimental results of the proposed smart emotional lighting control sensitivity than conventional lighting control system decreased the power consumption and efficient lighting control was possible. Office acts will be suitable conditions to control the color and brightness, so they can be controlled from the improves concentration and ability to work.

The Automation of VOD Content Posting by Detection Black Frame of Broadcasting Program (방송프로그램 블랙프레임 검출을 통한 VOD 콘텐츠 자동생성)

  • Moon, Myong-Sok;Yoon, Myong-Jin;Choi, Seong-Jhin
    • Journal of Satellite, Information and Communications
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    • v.11 no.2
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    • pp.48-54
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    • 2016
  • As the nonlinear viewing patterns are getting generalized, the needs for VOD service of consumers are increasing in TV, webTV. But today's VOD system is all automated, except the part for posting contents. This study proposes the method for automation of the content posting. For this we analyzed the broadcast program structures by genre in order to detect the transition point between the advertisement and the contents. It was found that regular black frames were set in the transition during fade in and out. We propose an efficient approach to automatically detect the black frames using RGB values of each frame that enable VOD content posting and replace an advertisement in VOD service.

Collective Sentiments and Users' Feedback to Game Contents : Analysis of Mobile Game UX based on Social Big Data Mining (집단 감성과 모바일 게임 사용경험 : 카카오게임 사례연구)

  • Cheon, Youngjoon;Kwak, Kyu Tae
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.145-156
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    • 2015
  • Existing researches have been limited to one-dimensional analysis of game experience (enjoyment, addictive user, usability). However, we considered to analyze complex sentiments of mobile game users due to diffusion of multitasking in these days. In this study, We focused on 'collective sentiments' of mobile game users and studied 'connected emotions and mental model' of them. To support theoretical assumption, we analyzed social data which reflect intention and unintended behavior of users. As a result, multiple consumption of service, diversified patterns of information recommendation and quest experience based on networking were critical to mobile game UX.

A Case Study of Simulation Game Development based on SNS Environment: Planet (SNS 기반 육성시뮬레이션 게임 개발 사례 : 행성)

  • Kim, JiHye;Park, HyeonChan;Mun, Seung-Gwan;Yun, Min-Seok;Kim, Yeong-Hwi;Kim, YeonSuk;Choi, YoungMee;Noh, WoongGi;Choo, MoonWon
    • Annual Conference of KIPS
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    • 2011.11a
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    • pp.1422-1425
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    • 2011
  • 본 논문에서 소개하는 '행성' 게임은 소셜 네트워크 접속자들이 주어진 공간과 자원으로 상품을 생산하거나 가공하고 교환함으로써 더 많은 상품을 생산해내는 물물교류 개념을 기본으로 한다. 새로운 행성에 정착한 인간들의 수렵과 채집, 육성, 가공, 건축을 위한 각자의 역할에 따른 생산과 소비, 그리고 상호간의 거래를 위한 의사소통 행위를 통하여 게임적인 재미와 동시에 경영과 유통과 관련된 경제활동의 기본적인 개념을 습득할 수 있게 하였다. 현재까지의 프로토타이핑 과정과 앞으로의 연구과제를 제시하고자 한다.

Study on Tourism Demand Forecast and Influencing Factors in Busan Metropolitan City (부산 연안도시 관광수요 예측과 영향요인에 관한 연구)

  • Kyu Won Hwang;Sung Mo Nam;Ah Reum Jang;Moon Suk Lee
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.29 no.7
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    • pp.915-929
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    • 2023
  • Improvements in people's quality of life, diversification of leisure activities, and changes in population structure have led to an increase in the demand for tourism and an expansion of the diversification of tourism activities. In particular, for coastal cities where land and marine tourism elements coexist, various factors influence their tourism demands. Tourism requires the construction of infrastructure and content development according to the demand at the tourist destination. This study aims to improve the prediction accuracy and explore influencing factors through time series analysis of tourism scale using agent-based data. Basic local governments in the Busan area were examined, and the data used were the number of tourists and the amount of tourism consumption on a monthly basis. The univariate time series analysis, which is a deterministic model, was used along with the SARIMAX analysis to identify the influencing factor. The tourism consumption propensity, focusing on the consumption amount according to business types and the amount of mentions on SNS, was set as the influencing factor. The difference in accuracy (RMSE standard) between the time series models that did and did not consider COVID-19 was found to be very wide, ranging from 1.8 times to 32.7 times by region. Additionally, considering the influencing factor, the tourism consumption business type and SNS trends were found to significantly impact the number of tourists and the amount of tourism consumption. Therefore, to predict future demand, external influences as well as the tourists' consumption tendencies and interests in terms of local tourism must be considered. This study aimed to predict future tourism demand in a coastal city such as Busan and identify factors affecting tourism scale, thereby contributing to policy decision-making to prepare tourism demand in consideration of government tourism policies and tourism trends.

A Study on the Reorganization of Design by means of a Theme and a Style -for the Establishment of the Identity of Product Design- (테마와 스타일에 의한 디자인의 범주화 연구 -제품디자인의 정체성 확립을 위하여-)

  • 신완식
    • Archives of design research
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    • v.16 no.3
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    • pp.111-122
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    • 2003
  • We must not consider a culture as means of economy. Specially, it is not possible that is supposed to incorporate a cultural identity in a shape of product, but also international competitiveness can not be raised by it. Because an identify is based on the system of symbol such as language, it can be understood only in a same cultural area. While, the value-in-use of technology can be accepted universally as a formative language of international style. Therefore, the competitiveness of design will say as a special quality that can be acquired in connection with technology. For instance, that Korean mobile telephone could be recognized worldwide is not because it has the Koreanized shape but has a high technology. The public have only a superficial understanding about design. Because that is limited in the visual aspect of product, so called 'the pretty design', which exclude the value-in-use and the organic correlation of form and function in general, it may be a cause of socio-ethical dysfunction. It is providing an elbowroom for making a mistake that can regard the product design as an artistic experiment and try to raise the international competitiveness simply with the visual aspect. And the distorted understanding about design has been diffused rapidly owing to spread of black box products because the over-designed shape is known to the public as a proper result of designing. That reorganize the design category will do as a starting point that can get rid of such a misunderstanding, and do to achieve an ideological role of design for human and society. And it will be a warning to the moral slackening that is due to regarding a style as means of competitiveness and the blindness due to thinking culture as means of economy, and we may expect to offer a basic understanding about design which can prevent products from being visualized.

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Clustering of Smart Meter Big Data Based on KNIME Analytic Platform (KNIME 분석 플랫폼 기반 스마트 미터 빅 데이터 클러스터링)

  • Kim, Yong-Gil;Moon, Kyung-Il
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.2
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    • pp.13-20
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    • 2020
  • One of the major issues surrounding big data is the availability of massive time-based or telemetry data. Now, the appearance of low cost capture and storage devices has become possible to get very detailed time data to be used for further analysis. Thus, we can use these time data to get more knowledge about the underlying system or to predict future events with higher accuracy. In particular, it is very important to define custom tailored contract offers for many households and businesses having smart meter records and predict the future electricity usage to protect the electricity companies from power shortage or power surplus. It is required to identify a few groups with common electricity behavior to make it worth the creation of customized contract offers. This study suggests big data transformation as a side effect and clustering technique to understand the electricity usage pattern by using the open data related to smart meter and KNIME which is an open source platform for data analytics, providing a user-friendly graphical workbench for the entire analysis process. While the big data components are not open source, they are also available for a trial if required. After importing, cleaning and transforming the smart meter big data, it is possible to interpret each meter data in terms of electricity usage behavior through a dynamic time warping method.

Leisure Activities in Time Pressing Situation: Selection? or Sacrifice? (노동시간에 따른 시간압박과 여가제약: 건강행동의 선택 혹은 희생?)

  • Cha, Seung-Eun
    • Korea journal of population studies
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    • v.34 no.2
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    • pp.65-90
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    • 2011
  • This study aims to investigate how labour time pressure is associated with leisure selection and managing leisure hours, especially focusing on health related behavior issues. I have employed Time Diary data of 9,891 Korean respondents who were married and living in the cities and metropolitan area (female 51.8%, age range 20-69, average age=45.7). Leisure activities, as dependent variable, which were introduced in time diary data and the amount of time spent for such leisure were estimated. Results show that in time pressing situations(having long labour hours), leisure activities, and the hours spent for leisure tend to suffer. Especially, solitary leisure, like exercise or walking was very likely to sacrifice under time pressure. Moreover, in terms of sports or exercise, results suggest that not only time resource but also social and economic resources seemed to required for actually initiating the activity. Therefore, simply having more time (less tiome for work) may not be enough for promoting exercise for this population. Strategies and social policies that are aiming for promoting healthy behavior needs more closer look on leisure situation and people's desire for optimizing their time.

Notes on Methods for Realization and Analysis for Implementation of Traditional Aesthetic Value (전통 조형정신의 구현체계의 분석 방법과 실현 방안에 관한 고찰)

  • 민경우
    • Archives of design research
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    • v.17 no.3
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    • pp.335-342
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    • 2004
  • Recently there have been various research activities regarding Korean traditional aesthetics. However, those researches were mainly conducted individually, partially, and periodically, which resulted in unsystematic and incomprehensive works. Therefore, it is required to orginze all the precedent research works with more systematic and objective framework. Generally speaking, all the human activities including aesthetic activity have ends, procedure and means. In other words, human being needs three key elements for realizing any thought and those three elements include contents, formal, and practical element. Element of contents is ultimate goal to accomplish as value, concept, and meaning of thought with their aims. Formal element includes methods, principles, norms, procedure, formality and style comprising of thought in order to accomplish the goal. Finally, practical element refers to specific means, tool, media, material and techniques to concretize the contents through form. Almost all of thoughts and meaning which human being tries to express consist of language. Major elements in sentence include 'subject (omissible)' , 'objects (aim)', 'predicate (formality)', 'complement (means)' and they are composed systematically and hierarchically with rules in sentence. The study compared human activity model with language structure and analyzed their implication with design (aesthetics), which made it possible to propose analytic frameworks for traditional aesthetics. In addition, the study also systematically organized the way to realize traditional aesthetic value in the present context based on the methods developed in this study.

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