• Title/Summary/Keyword: 시장형태

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Korean Collective Intelligence in Sharing Economy Using R Programming: A Text Mining and Time Series Analysis Approach (R프로그래밍을 활용한 공유경제의 한국인 집단지성: 텍스트 마이닝 및 시계열 분석)

  • Kim, Jae Won;Yun, You Dong;Jung, Yu Jin;Kim, Ki Youn
    • Journal of Internet Computing and Services
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    • v.17 no.5
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    • pp.151-160
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    • 2016
  • The purpose of this research is to investigate Korean popular attitudes and social perceptions of 'sharing economy' terminology at the current moment from a creative or socio-economic point of view. In Korea, this study discovers and interprets the objective and tangible annual changes and patterns of sociocultural collective intelligence that have taken place over the last five years by applying text mining in the big data analysis approach. By crawling and Googling, this study collected a significant amount of time series web meta-data with regard to the theme of the sharing economy on the world wide web from 2010 to 2014. Consequently, huge amounts of raw data concerning sharing economy are processed into the value-added meaningful 'word clouding' form of graphs or figures by using the function of word clouding with R programming. Till now, the lack of accumulated data or collective intelligence about sharing economy notwithstanding, it is worth nothing that this study carried out preliminary research on conducting a time-series big data analysis from the perspective of knowledge management and processing. Thus, the results of this study can be utilized as fundamental data to help understand the academic and industrial aspects of future sharing economy-related markets or consumer behavior.

Exploration into the Determinants of Household Consumption: Liquidity Constraint and Family Characteristics (횡단면 자료를 이용한 가구소비 결정요인에 관한 연구 - 유동성 제약과 가구별 특성을 중심으로 -)

  • Hur, Seok-Kyun
    • KDI Journal of Economic Policy
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    • v.27 no.1
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    • pp.1-38
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    • 2005
  • Our paper aims to estimate a household consumption function in the presence of liquidity constraints as well as household characteristics. Empirical findings from a Korean cross-sectional data (National Survey of Household Income and Expenditure) reveal that several family characteristics, such as household size, number of working members, children in school, and educational level and age of the household head, turn out to be critical determinants of household consumption. Especially, the influence of household size on consumption decision is shown to be highly significant, not only indirectly through its impact on household income, but also directly by affecting the household's preference for consumption itself. While, the other family characteristics primarily influences household income. Our paper distinguishes itself from existing literature in that it greatly improves the explanatory power of the estimated household consumption function by measuring the degree of the liquidity constraint rather than simply identifying its presence. Based on the assumption that the present value of human capital is a function of household characteristics, the degree of the liquidity constraint is represented by the underestimated portion of the human capital. Such a method of implementing the liquidity constraint is useful in treating various types of assets according to their liquidity. Finally, our estimated household consumption function is applied to decompose cross-sectional variances of consumption inequality. The analysis confirms that the overall alleviation in liquidity constraints in Korea after the 1997 currency crisis reduced consumption inequality despite the worsening of income inequality and changes in the demographic composition of family characteristics during the same period.

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Making 2.5D with Vanishing Point in Photoshop (Photoshop Vanishing Point를 이용한 2.5D 제작에 관한연구)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.146-153
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    • 2009
  • Thanks to computer graphic technology development, graphic design programming is easily accessible by any home computer user today since it is free from the burdens of complicated 알고리듬 or the expensive graphic tools that were required in the past. The term 알고리듬 2.5 is commonly used by computer graphic designers to refer to 2D, a form of pseudo-3D. In this study, by using 2.5D, which was previously utilized for strengthening visual effects and engine efficiency, together with Adobe Photoshop along with After Effects, I will incorporate these into motion graphics. Today, motion graphics dominate the advertisement and image markets. Since viewers have developed higher expectations, a more dynamic 3D space graphic technology is preferred over the outdated 2D basis. In this study, I will produce a 2.5D image which is generated through a vanishing point filter of Adobe Photoshop and After Effects based on still image information and captured at an angle of Axonometric Projection. Also, I will compare the effectiveness of the production process and camera angle flexibility between the previous 3D process and new 2.5 D process.

Factors That Have Influence on Consumer's Purchasing of Goods (1) - Centering Around Food and Living Products - (소비자의 상품구입에 영향을 미치는 요인 (1) - 식품 및 생활용품을 중심으로 -)

  • Jun, Sung-Bok;Kamahori, Fumitaka
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.85-96
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    • 2007
  • In Korea, with a dramatic growth of Super Supermarket (SSM) in the wake of opening up the retail market and diversifying distribution, the consumer's purchase behavior about food and consumer goods changed. In order to investigate this change, this study was carried out through collecting and analyzing questionnaires from 190 men and women consumers at ages between twenties and sixties, living in Ulsan and Pusan. The result suggested that in overall features, men were mainly affected by design factors such as packaging design, color, and product design, whereas women were mainly affected by cost factors such as price and configuration. As for product properties, it was suggested that women put importance on the price concerning ail products, but men didn't. In addition, it was identified that women were impressed by advertisements on TV, and men and women both often purchased the product after confirming its information among the displayed products. Considering these results, we concluded that for a product whose main target is men in particular, the product development should focus on design. Moreover, as the packaging design and display affect on both men and women as important factors, hereafter a complementary study on the effects of the packaging design and display of manufacturers related to the products in this study is to be proceeded with greater interest.

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A Critical Review of Discourses on Commercialization of Korean Press (한국 언론의 상업화 논의에 관한 비판적 검토 -'1933년 상업화론'과 '1960년대 후반 상업화론'의 비교)

  • Lee, Jung-Hoon
    • Korean journal of communication and information
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    • v.62
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    • pp.315-328
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    • 2013
  • With a view to grasping how media commercialization is understood and discussed in the media-related academic community, this study compares and reviews other researches on the commercialization process of Korean press. Full-fledged studies have been rarely performed on the history of commercialization, but similar or related studies have been conducted intermittently: One is the commercialization theory in 1933 and the other is the commercialization theory in the late 1960s. Both of them decided Korean press had been commercialized as a strategical option in the midst of political pressure. It gives a clue leading us to understanding on why Korean press shows partisanship which is pointed as one of social maladies. Korean press acquires less economic benefits if they play in the market than if political parties they support or share the same political interest take power, so they are a commercial press as well as a partially partisan press. In this context, commercialization of Korean press is still underway, and genuine commercialization hitting the balance with politicization may have yet to begin.

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A Study on Developing Strategies of the Mongolia Tourism based on IPA (IPA를 통한 몽골관광산업의 발전 전략에 관한 연구)

  • Lee, Seung-Koo;Gankhuu, CH
    • Korean Business Review
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    • v.21 no.2
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    • pp.43-56
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    • 2008
  • Many tourists in the world are expected to visit Mongolia that has impression such as country of nature with no damage, broad prairie of Mongolia, unique world natural heritage of $13^{th}$ century designated by UNESCO, and nomad's life in self-sufficiency. Mongol tourism industry, which has been newly recognized since collapse in the socialism system in 1990, is abundant in historical and cultural resources In tourism. Nevertheless, a research is insufficient on tourism business, developmental sphere in tourism industry, tourism policy and tourism resource development. Accordingly, it is important to conduct tourism promotional survey and implementation of new ideas to develop and to attach more foreign tourists to Mongolia. The purpose of this study is to grasp factors to gain an interest of foreign tourists to select Mongolia as a destination. The aim was also to confirm differences in awareness and performance before and after a visit for foreign tourists to select a trip to Mongolia. Also, the level of factors is compared between expectation before the trip to Mongolia, and the actual satisfaction in tourists through IP analysis(IPA). Finally, to study the present situation of Mongolian tourism to improve its present situation by taking immediate concrete decision for the betterment of Mongolian tourism industry. In order to achieve the objectives of this study, the exploratory factors analysis, reliability test, and One-way ANOVA were carried out by using SPSS 12.0 statistical program.

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Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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Potential Effects of Restaurant Selection Preferences by Elderly Consumers' Values and Lifestyle (노년소비자의 가치와 라이프스타일이 외식업체 선택속성에 미치는 영향)

  • Lee, Young-Joo;Hwang, Young-Jeong
    • Culinary science and hospitality research
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    • v.20 no.1
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    • pp.220-237
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    • 2014
  • This study was intended to survey on the restaurant selection preferences by elderly consumers' values and lifestyle. The survey was residing in Seoul and men and women who were 55 years of age or older to achieve the purpose of this study, the theoretical and empirical research methods research methods were combined. The results of the study are summarized as follows. First, Action oriented intrinsic value of elderly consumers highest lifestyle influence. This is an internal value-oriented elderly consumers to follow the latest fashion trends and challenges in the new one, we enjoyed the service and sometimes want to experience the frenetic fun means. Second, Realization oriented lifestyle on the Brand standards, food quality standards, environmental standards positive effect was found to be Principle oriented life style based on the environment positively influence. This trend Principle oriented lifestyle can talk comfortably while you can relax and quiet around people, mainly from a reputable place, and action-oriented selection of the hotels facilities and senior discount price menu and the service is friendly and Notice that if you use a little less meoleodo, and these results are only for the elderly consumers with access privileges and services using the factors of elderly consumers loyalty and Catering Food service satisfaction should be efforts to raise. Third, elderly consumers select attribute value and proven results Food service elderly consumers based on personal values and lifestyle are different catering companies can select the properties that standard means, elderly consumers are value-oriented properties and select the Food Service Industry catering companies by identifying the active elderly consumers in future marketing strategies to be able to bring a positive impact considered.

Development of Process-centered Performance Task For Curriculum·Instruction·Assessment Alignment based on 2015 Revised Home Economics Curriculum (교육과정, 수업, 평가의 일체화를 위한 가정과 과정 중심 수행과제 개발)

  • Lee, Gyeong Suk;Yoo, Taemyung;Yang, Ji Sun
    • Journal of Korean Home Economics Education Association
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    • v.30 no.4
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    • pp.165-185
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    • 2018
  • The purpose of the study was to show the development process of the total instructional alignment based on the 2015 revised technology home economics curriculum, and to present the detailed aspects of this task. The results of this study were as follows: First, the clarity phase of the performance established the annual evaluation plan to ensure the consistency of the achievement standard, the learning objectives and the assessment objectives through an analysis of the curriculum. Second, the development phase of the performance tasks and the grading criteria analyzed the contents area and determined the performance assessment task. The performance assessment consisted of a portfolio and project activity types, and also comprised of knowledge markets, as well as e-NIE tasks, including individual tasks and collective tasks. Third, the performance assessment and the results phase were conducted after planning the class operation according to the instructors' directions and arrangement of the schedule into block classes. Afterwards, the performance assessment tasks were revised by the teaching-learning community and class reflection on practical application. As these results demonstrate, developing performance tasks that are centered on the learner's development processes can contribute to teachers' expertise and improvement of instruction.

What did They Read in the Newspapers?: A New Method of Measuring Readership (독자 중심의 신문 제작과 독자의 실제 열독률)

  • Park, Jae-Yung;Jeon, Sam-Hyoung-Joon
    • Korean journal of communication and information
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    • v.35
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    • pp.211-249
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    • 2006
  • This study investigated how many and which articles readers read in daily newspapers. Distinguished from previous research that measured readers' perception of their reading habits, this study picked up readers who read the newspaper in the morning, showed them every article in the newspaper, and asked them whether they read each article. This method enhanced the accuracy of measuring subjects‘ reading behavior. According to the results, 6.2% of the readers read at least half of the articles of the general section in the newspaper. Fewer readers went over the economic section of the newspaper. It was 4.1% of the readers. There were only 1.1% of readers who did not read any article of the general section, but the rate soared to 26.5% for the economic section. Many newspaper readers did not skip the first five pages of the newspaper, however the highest readership pages were found in the national coverage located in the middle of the general section. On the other hand, few readers read the articles on pages covering culture, international issues, and people. Readership of the top stories showed some unexpected results. The top stories of national coverage located in the middle of the general section were read by more readers than the top stories of the front pages. This study also investigated the difference between young and old readers. The readers of twenties and thirties did not read as many top stories on major pages and editorials as the readers of forties and older.

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