• Title/Summary/Keyword: 시장형태

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A Satisfaction Analysis on the Small Business Support Systems in Gyeongnam (소상공인지원제도에 대한 소상공인 만족도 분석: 경남지역 사례 중심)

  • Jeong, Gab Soo;Seol, Byung Moon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.6
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    • pp.153-161
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    • 2016
  • Small business start-up competition in the market has become overheated. It is effected by early retirement and unemployment, specially youth employment. It is a research on small business owners' satisfaction of SEMAS(Small Enterprise and Market Service) based on the funding policy, education and consulting program. It has surveyed 272 small business owners living Gyeongsangnam-province from January 2013 to September 2015. In addition, it analyzes some factors such as motivation, business model, item, owner's experience, sales and demographic by small business owner. Analysis results, the satisfaction of small business that uses support system is shown to be significantly related with education degree, entrepreneur motivation, and business kind is partly related. It will conduct a decision-making governor to help small business owners entered the start-up market and.

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An Analysis on Humor Expression in Internet Banner Advertising (인터넷 배너광고의 유머 표현 분석)

  • Park, Sang-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.170-177
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    • 2011
  • As the Internet market develops and grows, the Internet advertising has emerged as a critical medium of advertisement and become important in a modern society. In addition, the Internet advertising is more fascinating and attractive than other media in terms of diversity and absorption. In the Internet banner advertising, for example, various expression methods which attract attention from users have been more than just visual advertisement, arousing curiosity and interest. Especially, humorous expressions in the Internet banner advertising have brought a new paradigm to advertising market. Therefore, this paper has investigated the patterns of humorous expressions in banner advertising and analyzed the related case studies to make a contribution to the effective production of the Internet banner advertising, which induces user awareness and selection. For this, it has been attempted to analyze humorous patterns and involvement that are found in humorous banner advertisings such as CIA Athletica, Panadol, Toy & Stok, Adidas and Lipton among the banners which have relatively high preference in Banner blogs.

A Study on Content Classification for Developing Virtual Reality-based Attraction Contents (가상현실 기반의 어트랙션 콘텐츠 개발을 위한 콘텐츠 분류법 연구)

  • Eom, Ire
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.499-506
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    • 2019
  • Virtual reality, which is attracting attention due to the 4th Industrial Revolution and commercialization of 5G technology, is expanding its scope from gaming to tourism, leisure, and education, and the VR market is expected to expand continuously. As the VR market scales up in Korea, theme parks combining virtual reality contents are spreading around the city center. Unlike the existing theme parks, VR Theme Park is a small amusement culture space that is organized indoors, and you can enjoy attractions (ride) that can be enjoyed in an amusement park with virtual reality contents. Virtual reality content, which has the same characteristics as a theme park whose purpose is to experience extraordinary experiences, provides high immersion and presence in combination with the physical stimulus of attraction. The virtual reality content combined with the attraction cannot be classified accurately with the existing classification method, so a new classification method is proposed according to the experience type and the installation type. The contents were categorized through the case of the domestic VR theme park, and the planning direction for the creation of the virtual reality attraction contents that was going on was sought.

A Study of Interactive WOM Marketing Effect of Digital Media (디지털 미디어의 상호작용 WOM 마케팅 효과에 관한 연구)

  • Ahn, Kyung-Whan;Kwak, Bong-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.197-207
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    • 2007
  • This thesis suggested that the 'customized' marketing would be a new strategy in terms of a marketing in the digital media age under the circumstances where a form of marketing was evolving in accordance with the convergence of digital media. Because of the media environment due to an 'individualization', the strategy would meet an individual demand of a consumer in a rapidly changing environment. The best marketing to capture a 'customer's heart' is not a brand that first entered the market, but the one that is first settled in a customer's heart. If a differentiated interactive marketing strategy is equipped, it is possible to capture a completely new market space ad create a profit over several years. In the aspect of an effect of a digital marketing, first, a concept relating to an interaction between a consumer and a producer is important. Secondly, the important one is an empathy marketing which is an emotional marketing through a brand image beyond a product. Thirdly, the author studied an orally transmitted marketing effect through digital media.

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Comparison of methods of approximating option prices with Variance gamma processes (Variance gamma 확률과정에서 근사적 옵션가격 결정방법의 비교)

  • Lee, Jaejoong;Song, Seongjoo
    • The Korean Journal of Applied Statistics
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    • v.29 no.1
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    • pp.181-192
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    • 2016
  • We consider several methods to approximate option prices with correction terms to the Black-Scholes option price. These methods are able to compute option prices from various risk-neutral distributions using relatively small data and simple computation. In this paper, we compare the performance of Edgeworth expansion, A-type and C-type Gram-Charlier expansions, a method of using Normal inverse gaussian distribution, and an asymptotic method of using nonlinear regression through simulation experiments and real KOSPI200 option data. We assume the variance gamma model in the simulation experiment, which has a closed-form solution for the option price among the pure jump $L{\acute{e}}vy$ processes. As a result, we found that methods to approximate an option price directly from the approximate price formula are better than methods to approximate option prices through the approximate risk-neutral density function. The method to approximate option prices by nonlinear regression showed relatively better performance among those compared.

Development of Digital Signage System for Remote Video Advertisement in OSGi Service Platform (OSGi 서비스 플랫폼에서 원격 영상광고 송출 디지털 사이니지 시스템 개발)

  • Chung, Kyung Yong;Jeong, In Jae;Lee, Young Sil
    • Journal of the Institute of Convergence Signal Processing
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    • v.20 no.4
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    • pp.232-237
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    • 2019
  • It has recently been combined with advanced technologies such as AR and VR, and its application range is expanding to various forms of smart signage. However, until now, digital signage service that reaches us is installed in many floating populations such as bus stops, elevators, and banks and is used in the form of providing news, weather, and advertisements. In addition, large companies, government offices, and outdoor advertising companies occupy the market. The use of such services in small and medium-sized businesses and small retail stores is costly and expensive to manage. Also, it is difficult to generalize the market because services and solutions are being deployed in the market in the form of top-down. Therefore, in this paper, we proposed a digital signage system for transmitting a remote video advertisement that uses a show window in front of the store as a beam project screen for small retail stores, and can remotely set and manage and update it in OSGi service platform.

Mortgage Broker System and Policy Recommendations in Housing Finance Markets (주택담보대출 금융시장에서 Mortgage Broker 역할과 제도화방안 연구)

  • Kim, Yong-Chang
    • Journal of the Korean association of regional geographers
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    • v.11 no.6
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    • pp.620-639
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    • 2005
  • In terms of loan transactions, mortgage volume secured by housing in Korea is the most important market share. Hitherto housing finance policies are treated as a kind of property pricing policy. So it is time to import financial systems on behalf of the mortgage loan consumers like a mortgage broker. A mortgage broker is an intermediary that brings a borrower and a creditor together to obtain a mortgage loan. The broker takes the application, performs a financial and credit evaluation, produces documents, and closes the loan. Especially mortgage brokers present themselves as specifically acting in the interest of the consumer by shopping on behalf of the consumer for the best product that meets the consumer's needs and financial circumstances. The paper investigates the economic role of mortgage broker, foreign systems focused on USA, UK, Japan, and characteristics of Korean housing finance markets. Finally the paper provides policy recommendations about Korean mortgage broker system composed of licensing type, uniform professional practice standard, educational requirements.

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Study for the Transformation and Growth of MMORPGs: TIME FLOW Scenario Design (MMORPG 온라인게임의 변화와 성장을 위한 디자인 설계 TIME FLOW 시나리오 연구)

  • Jeong, Seong Hwa;Kyung, Byung Pyo;Lee, Dong Lyeor;Lee, Wan Bok;Ryu, Seuc Ho
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.79-92
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    • 2015
  • The trend in the domestic MMORPG online game market is on decline because of the change in customers attitude and the advent of mobile or foreign games. The underlying cause of depressed domestic game market is that it has been failing to provide quality service arising from not revising existing game design. For this reason, this paper sets out to gather game users' opinions and to analyze successful domestic and foreign games comparatively to approve the importance and necessity of scenario development and to solve current problems in the MMORPG market. As one solution, this paper proposes a new design method, TIME FLOW scenario technique. This technique aims to establish a system in which story and environment change as time progresses and thus can provide different contents to its users over time. It is expected to enable a new frame for game design environment and to restructure education environment for human resource cultivation.

Patent Trend Report for Field Emission Display (FED) (전계 방출 디스플레이의 특허 동향 분석)

  • Jeong, In-Seong
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2008.06a
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    • pp.467-467
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    • 2008
  • 전계 방출 디스플레이는 CRT와 FPD(평판디스플레이)의 장점을 모두 갖춘 디스플레이로서 주목을 받고 있으며, 여러 국가와 많은 연구자들이 연구개발을 활발히 진행하고 있는 차세대 디스플레이 중 하나이다. 본 연구에서는 최근 차세대 디스플레이로서 연구가 활발히 진행되고 관심이 높아지고 있는 전계 방출 디스플레이의 특허 동항에 대하여 살펴보았다. 전계 방출 디스플레이 분야의 특허는 1994년과 1995년을 전후하여 출원이 급격하게 증가하고 있고, 최근에도 출원량이 증가하는 것으로 나타났다. 국가별 분포에서는 한국이 37%로 가장 높게 나타났고, 미국이 32%, 일본이 27%, 유럽이 4%의 순으로 나타났다. 특히 한국은 최근에도 다른 나라에 비해 특허 출원량이 가장 많은 것으로 분석되었다. 이는 최근 한국이 디스플레이 전체에 대해 세계적으로 주도하고 있는 경향을 반영하고 있다. 각 기술별 출원 동향을 보면, 캐소드가 주요 출원국가 전체에서 가장 높은 비율을 차지하고 있고, 진공실장, 구동회로, 애노드의 순서로 분석되었다. 전계 방출 디스플레이 분야의 주요 출원인을 살펴보면 삼성SDI가 압도적으로 많은 비율을 차지하였고, 그 뒤를 LG전자 및 Canon, 오리온전자, 마이크론 등이 주요 출원인으로 분석되었다. 국가별 분석 결과에서와 같이, 주요 출원인에서도 디스플레이 시장을 선도하는 삼성SDI, LG전자, Canon 등이 가장 많은 출원 비율을 차지하는 것을 알 수 있었다. 국가별 주요 출원인으로, 한국에서는 삼성SDI, LG전자, 오리온전자, 일본에서는 Canon, Sony, Toshiba였고, 미국에서는 마이크론과 ITRI, 유럽에서는 삼성SDI와 Sony로 분석되었다. 따라서, 전계 방출 디스플레이를 연구 하고자 하는 연구소나 기업에는 삼성SDI, LG전자, Canon, Sony 등의 연구 개발 상황 또는 특허 출원 상태를 면밀하게 분석할 필요가 있다. 캐소드의 전자방출원의 형성 형태로는 팁형이 가장 많고, CNT형, 평면형의 순서로 나타났다. 그러나, 한국에서는 전자방출원으로 CNT헝이 가장 많게 나타나므로서 다른 나라들과는 연구 개발 형태가 조금 다른 것으로 분석되었다. 전계 방출 디스플레이의 특허 동향을 분석한 결과, 한국이 일본, 미국, 유럽보다 더 활발하게 특허 출원하고 있는 것으로 분석되었고, 최근에도 다른 나라에 비해 활발하게 특허를 출원하고 있어 향후에도 디스플레이 시장은 한국에서 주도해 나갈 것으로 판단되었다. 주요 출원인으로는 삼성SDI, LG전자, Canon, Sony로 분석되었으며, 위와 같은 선진 기업 및 주요 출원인은 연구개발 및 특허 출원 상황을 면밀하게 검토할 필요가 있다.

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A Study on Traditional Art Expression in Chinese Myth Martial MMORPG Character Design (중국 신화 무협 MMORPG 캐릭터 디자인에서 전통예술 표현에 관한 연구)

  • Jin, Chun-Ji;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.119-130
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    • 2013
  • The purpose of this study is to analyze the characteristics of traditional art expressions in recent Chinese online games, which are now most popular in Chinese game market. Designing the MMORPG game character reflecting users' psychological preferences for aesthetic characteristic of the traditional Chinese culture allows the users to feel more visual satisfaction while they are enjoying a game. The selected characters for this analysis were chosen from the traditional myth chivalry game to utilize the traditional art expressions that are peculiar in Chinese MMORPG. The analysis was conducted within the context of an ideal character figure and operation, and social nature reflecting a personal user. This analysis suggested the representation technique reflecting traditional clothing, color, and life style, and the reconstruction of subject matter, and the development of the characteristics of ideal group character. Even though Chinese MMORPG history is short, this study will help the user understand more effectively the identity of the myth martial MMORPG game in connection with the Chinese traditional culture and art. And this study will also increase the user's satisfaction of the Chinese online-game.