• Title/Summary/Keyword: 시장형태

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Labor Market Integration and Transition to Marriage (노동시장통합과 결혼 이행)

  • Yoon, Ja-Young
    • Korea journal of population studies
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    • v.35 no.2
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    • pp.159-184
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    • 2012
  • This study purports to analyze how individuals' labor market integration affect their transition to marriage. In doing so, I construct variables for job stability and continuity to represent labor market integration using labor force status and years of participation at the time of marriage and during the three years up to the point of marriage. In particular, I focus on differential effects of these labor market integration on the transition to marriage by cohorts: one for those who are likely to enter the labor market after the 1997 financial crisis and the other for those who are before the 1997 financial crisis. I used the Korean Labor and Income Panel Study and analyzed individuals aged above 18 in 2008. The main results are as follows. being currently employed and regular employment increases hazards of the first marriage for men but decreases them for women. long-term no-jobs decreases hazards of marriage for both women and men. long-term regular employment increases hazards of marriage for women but not for men at the statistically significant level. These effects vary by cohorts implying that recent economic and labor market instability deteriorated economic conditions for the youth making transitions to marriage.

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An Investigation into the Effect of Marketing Mix Variables on Market Share based on MCI Model and Equity Estimation (MCI 모형과 Equity 추정방식을 이용한 마케팅믹스 변수들이 시장점유율에 미치는 효과에 대한 분석)

  • Lim, Byung Hoon;Kim, Keun Bae
    • Asia Marketing Journal
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    • v.6 no.2
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    • pp.55-68
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    • 2004
  • After Nakanishi and Cooper(1982) suggested a way of transforming the complicated nonlinear MCI model into a simple linear form, the application of MCI model has been increased. However, the use of MCI model in Korea is quite limited. The goal of this paper is to demonstrate the practical application of MCI(Multiplicative Competitive Interaction) model to a consumer goods industry. MCI model is a form of the attraction model explaining the relation between marketing mix variables and market share. In this study, multiple sources of empirical data are incorporated in the model formulation stage. In the estimation process, the equity estimation is applied to solve the possible multi-collinearity problem among marketing mix variables. Results from the fitted model suggest meaningful managerial implications for the management of brand equity and the allocation of resources among marketing mix variables.

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A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

Image Types and Experience Factor for Local Identity Brand (지역 아이덴티티 브랜드 형성을 위한 이미지 유형과 경험요인)

  • Lim, Seo-Kyung;Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.637-646
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    • 2009
  • This study aims at granting maximum high values to local brand images as megatrend in global markets by monitoring local differentiations which local images in each area are classified in abstraction on the side of cognitive aspects of consumers and finally achieving the redefinition of domestic markets with differentiation strategies for revitalizing cultural communication tools in terms of the creation of future local marketing strategies. This study newly classifies the cognitive aspects of domestic consumers into 4 distinguished patterns for creating an image of each local area and analyzes image creation factors for each local image in 5 aspects affecting the image creation of local brands.

A Study on User-Centered Vehicle Designs - Focusing on the Emotional Values - (자동차에 있어서 USER CENTERED DESIGN에 관한 연구 - 감성 가치를 중심으로 -)

  • 이명기
    • Archives of design research
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    • v.16 no.3
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    • pp.299-308
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    • 2003
  • The existing market patterns and social structures have been changed according to the trends of digital and informational society of the 21st century. The characteristics of the consumption market is that the balance of power moves from enterprises to consumers. As consumers’ demands are diversified according to life quality enhancement, many products are based on main aspects of human experiences, emotions and values. Standardized functions and services of products cannot capture consumers to a great extent any more. A notable aspect is that consumers want products or services that can oner movable experiences. Future products must appeal to emotion, not to reason of consumers. Now consumers purchase styles, experiences and stories contained in products, not products themselves. That is, the key to decision to purchase products is the satisfaction of emotional values. Users'emotions diversified due to the development of industrial designs demand the development of new designs that can represent new trends of users. User-centered values imply the change of people's purchasing trends. This indicates that there is a need to change physical aspects such as price or functions into individual emotions and characters. In addition, studies are required on design concepts to pursue new emotional values, apart from functional type designs. It is time for designers to suggest initiative and rational directions for this changing era.

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Proposal of social commerce model for B2B (B2B 거래 기반의 소셜커머스 모델 소개)

  • Yoo, Soonduck;Kim, Jungihl
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.207-213
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    • 2012
  • With development of IT technology, B2C Social Commerce makes the change from closed type of transaction to the form of an open trading. Also by dramatically reducing the intermediate distribution and removing distribution costs, it provides goods at unbeatable prices to consumers. Depending on the flow of the times, the business-to-business struggles with the difficulty of PRM management and fast promotion of new products. Therefore, it is required B2B Social Commerce, new platform that can collect distribution and consumption firms in one place which is similar to B2C Social Commerce. Unlike the case of B2C social commerce, B2B Social Commerce should have an essential element, Installment payment system to pay over the period without purchase in accordance with the payment paid as a lump sum. B2B Social Commerce model which is introduced in this study will provide the solution of B2B transaction problems, opening up new markets and bring the expansion of the electronic market.

Utilizing Mobile Social Game as a Gamification Advertising Platform (게임화(Gamification)된 광고 플랫폼으로서 모바일 소셜네트워크게임(SNG)의 활용 -모바일 소셜 네트워크 게임(SNG) <레스토랑스타> 사례연구를 중심으로-)

  • Shin, Jiho
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.86-96
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    • 2013
  • This study is about utilizing social game as a gamification advertising platform. Since iPhone released to the world, the smart phone industry has rapidly increased. And the development of the smart phone industry has rapidly increased its rate of users in which it has led to leaping growths of new kind of service such as SNS(Social Network Service), and SNG(Social Network Game). The purpose of this study is predicting the development of advertising industry in smart phone paradigm shift. This study focused on social network game as a gamification advertising platform, and studied on case of which is social network game used as a gamification advertising platform. Finally, this study has developed suggestions for new way of advertising by utilizing Mobile social network game as a gamification advertising platform.

Real-Estate Price Prediction in South Korea via Machine Learning Modeling (머신러닝 기법을 통한 대한민국 부동산 가격 변동 예측)

  • Nam, Sanghyun;Han, Taeho;Kim, Leeju;Lee, Eunji
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.6
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    • pp.15-20
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    • 2020
  • Recently, the real estate is of high interest. This is because real estate, which was considered only a residential environment in the past, is recognized as a stable investment target due to the ever-growing demand on it. In particular, in the case of the domestic market, despite the decrease in the number of people, the number of single-person households and the influx of people to large cities are accelerating, and real estate prices are rising sharply around the metropolitan area. Therefore, accurately predicting the prospects of the future real estate market becomes a very important issue not only for individual asset management but also for government policy establishment. In this paper, we developed a program to predict future real estate market prices by learning past real estate sales data using machine learning techniques. The data on the market price of real estate provided by the Korea Appraisal Board and the Ministry of Land, Infrastructure and Transport were used, and the average sales price forecast for 2022 by region is presented. The developed program is publicly available so that it could be used in various forms.

Gamebot Countermeasure Technology Trends for Multi-players in Online Games (멀티 플레이어를 위한 온라인게임에서의 게임봇 대응 기술동향)

  • Choi, Y.J.;Jang, S.J.;Kim, Y.J.;Lee, H.J.
    • Electronics and Telecommunications Trends
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    • v.29 no.1
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    • pp.83-92
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    • 2014
  • 다양한 장르 및 형태를 가진 온라인게임이 여가활동의 하나로 자리를 잡으면서 온라인게임 시장이 성장하고 있다. 이를 틈 타 온라인게임 내에서 허가되지 않은 형태의 프로그램을 운용하면서 정당한 플레이어에게 피해를 입히고 나아가 게임사에 막대한 손실을 입히는 오토/봇 프로그램 사용자가 등장하였다. 오토/봇 프로그램은 그 형태가 다양하고 사용자 역시 국내뿐 아니라 해외에도 다수 존재하다 보니 추적이 쉽지 않다. 또한, 온라인게임과 최근 각광받고 있는 스마트 기기용 게임 사용자가 늘면서 로그의 양이 폭발적으로 증가하고 있으며 로그정보로부터 봇에 대한 정보뿐 아니라 게임 운영계획에 필요한 통계정보에 대한 분석 요구가 커지고 있다. 본고에서는 온라인게임에서의 봇/오토 프로그램과 이에 대한 탐지기법 및 로그관리 기술동향에 대해서 살펴본다.

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Study for Competitive Facility Location Problem Under the Urban Spatial Structure (도시공간형태별 경쟁적 입지선정문제에 관한 연구)

  • Lee, Sang-Heon;Na, Ho-Yeong
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2008.10a
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    • pp.504-509
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    • 2008
  • 다수고객을 서비스하기 위한 설비의 입지선정문제는 현 기업환경 하에 많은 분야에서 광범위하게 응용되고 있다. 본 논문은 경쟁사 설비가 기 입지해 있는 상황에서 시장점유율을 최대화하기 위해 정해진 수의 설비를 주어진 입지후보지에 설치하기 위한 입지선정문제를 다룬다. 고객은 도시공학 분야에서 잘 알려진 4개의 도시공간구조 이론에 근거하여 분포시키고, 고객의 수요를 최대로 충족시킬 수 있는 매장의 입지를 선정한다. 실험을 통해 각 도시 공간형태별로 상이한 고객의 분포형태와 계층별 거주지역의 밀집도가 매장의 위치에 미치는 영향을 확인한다. 또한 입지선정문제는 잘 알려진 NP-hard 문제임에 따라 합리적인 시간에 근사 최적해를 도출하기 위하여 유전자 알고리즘을 적용함으로써 기업의 입장에서 이윤을 극대화하는 최적의 설비위치를 결정할 수 있는 모델을 제시하였다.

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