• Title/Summary/Keyword: 실험시장접근법

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Rethinking of Self-Organizing Maps for Market Segmentation in Customer Relationship Management (고객관계관리의 시장 세분화를 위한 Self-Organizing Maps 재고찰)

  • Bang, Joung-Hae;Hamel, Lutz;Ioerger, Brian
    • Journal of Intelligence and Information Systems
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    • v.13 no.4
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    • pp.17-34
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    • 2007
  • Organizations have realized the importance of CRM. To obtain the maximum possible lifetime value from a customer base, it is critical that customer data is analyzed to understand patterns of customer response. As customer databases assume gigantic proportions due to Internet and e-commerce activity, data-mining-based market segmentation becomes crucial for understanding customers. Here we raise a question and some issues of using single SOM approach for clustering while proposing multiple self-organizing maps approach. This methodology exploits additional themes on the attributes that characterize customers in a typical CRM system. Since this additional theme is usually ignored by traditional market segmentation techniques we here suggest careful application of SOM for market segmentation.

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A Study on Typology of Proportion in Product Form (제품형태에 있어서 비례의 유형에 관한 연구)

  • 이진렬;홍정표;김진아
    • Archives of design research
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    • v.15 no.2
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    • pp.115-124
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    • 2002
  • There has been no enough consistency about the question of 'Is it possible for golden section to be applied to product design\ulcorner'In addition, There has been no near answer about 'What is proportion\ulcorner and 'How can proportion be approached\ulcorner About this matter, this study identified various types of proportion through experiment design and consumer surrey. According to the results of this study, various and different types of proportion exist in product design and therefore, proportion in product design couldn't be considered by one-dimensional aesthetic element. This kind of study about the types of proportion could give an good answer abort the matter of 'Is it possible for golden section to be applied to product design\ulcorner'and it's expected practically to give a useful insight to the approach of Product design in Which proportion is considered. In addition, preferred proportion structure is different according to the consumer characteristic, successful design strategy such as niche market penetration could be performed if designers classify consumer characteristic systematically.

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Prediction of KOSPI using Data Editing Techniques and Case-based Reasoning (자료편집기법과 사례기반추론을 이용한 한국종합주가지수 예측)

  • Kim, Kyoung-Jae
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.6
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    • pp.287-295
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    • 2007
  • This paper proposes a novel data editing techniques with genetic algorithm (GA) in case-based reasoning (CBR) for the prediction of Korea Stock Price Index (KOSPI). CBR has been widely used in various areas because of its convenience and strength in compelax problem solving. Nonetheless, compared to other machine teaming techniques, CBR has been criticized because of its low prediction accuracy. Generally, in order to obtain successful results from CBR, effective retrieval of useful prior cases for the given problem is essential. However. designing a good matching and retrieval mechanism for CBR system is still a controversial research issue. In this paper, the GA optimizes simultaneously feature weights and a selection task for relevant instances for achieving good matching and retrieval in a CBR system. This study applies the proposed model to stock market analysis. Experimental results show that the GA approach is a promising method for data editing in CBR.

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Measuring Consumers' Welfare Losses due to Announcement of Resuming US-Beef Imports (미국산 쇠고기 수입재개 발표에 따른 소비자 후생손실 측정)

  • Eom, Young Sook
    • Environmental and Resource Economics Review
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    • v.18 no.3
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    • pp.495-521
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    • 2009
  • This paper measures welfare losses from beef consumption reduction, which might be resulted from psychological anxiety about potential outbreak of BSE (commonly known as "bad cow dieses") risks after announcement of resuming US-beef imports in April of 2008. Unlike the previous literature of utilizing the contingent valuation method or experimental market approach, this study estimated quality-differentiated consumer demand functions using the information of self-reported beef consumption quantity, individually constructed price indices of beef, and subjective perception of BSE risks. The empirical results based on a survey sample of 360 residents in Jeon Ju city were consistent with the anticipation from economic theory, in terms of coefficients of own prices, substitute prices and income variables. The announcement of resuming US-beef imports did not make significant differences in the sign and sizes of the main economic variables. However, the subjective perception variable about BSE risks had negative significant impacts on beef demand functions after the announcement but not significant before the announcement. The welfare losses in a form of equivalent variation (EV) corresponding to the increases in concerns about BSE risks were measured to be about 30 thousand won per household.

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A Study on a Quantified Structure Simulation Technique for Product Design Based on Augmented Reality (제품 디자인을 위한 증강현실 기반 정량구조 시뮬레이션 기법에 대한 연구)

  • Lee, Woo-Hun
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.85-94
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    • 2005
  • Most of product designers use 3D CAD system as a inevitable design tool nowadays and many new products are developed through a concurrent engineering process. However, it is very difficult for novice designers to get the sense of reality from modeling objects shown in the computer screens. Such a intangibility problem comes from the lack of haptic interactions and contextual information about the real space because designers tend to do 3D modeling works only in a virtual space of 3D CAD system. To address this problem, this research investigate the possibility of a interactive quantified structure simulation for product design using AR(augmented reality) which can register a 3D CAD modeling object on the real space. We built a quantified structure simulation system based on AR and conducted a series of experiments to measure how accurately human perceive and adjust the size of virtual objects under varied experimental conditions in the AR environment. The experiment participants adjusted a virtual cube to a reference real cube within 1.3% relative error(5.3% relative StDev). The results gave the strong evidence that the participants can perceive the size of a virtual object very accurately. Furthermore, we found that it is easier to perceive the size of a virtual object in the condition of presenting plenty of real reference objects than few reference objects, and using LCD panel than HMD. We tried to apply the simulation system to identify preference characteristics for the appearance design of a home-service robot as a case study which explores the potential application of the system. There were significant variances in participants' preferred characteristics about robot appearance and that was supposed to come from the lack of typicality of robot image. Then, several characteristic groups were segmented by duster analysis. On the other hand, it was interesting finding that participants have significantly different preference characteristics between robot with arm and armless robot and there was a very strong correlation between the height of robot and arm length as a human body.

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From a Defecation Alert System to a Smart Bottle: Understanding Lean Startup Methodology from the Case of Startup "L" (배변알리미에서 스마트바틀 출시까지: 스타트업 L사 사례로 본 린 스타트업 실천방안)

  • Sunkyung Park;Ju-Young Park
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.5
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    • pp.91-107
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    • 2023
  • Lean startup is a concept that combines the words "lean," meaning an efficient way of running a business, and "startup," meaning a new business. It is often cited as a strategy for minimizing failure in early-stage businesses, especially in software-based startups. By scrutinizing the case of a startup L, this study suggests that lean startup methodology(LSM) can be useful for hardware and manufacturing companies and identifies ways for early startups to successfully implement LSM. To this end, the study explained the core of LSM including the concepts of hypothesis-driven approach, BML feedback loop, minimum viable product(MVP), and pivot. Five criteria to evaluate the successful implementation of LSM were derived from the core concepts and applied to evaluate the case of startup L . The early startup L pivoted its main business model from defecation alert system for patients with limited mobility to one for infants or toddlers, and finally to a smart bottle for infants. In developing the former two products, analyzed from LSM's perspective, company L neither established a specific customer value proposition for its startup idea and nor verified it through MVP experiment, thus failed to create a BML feedback loop. However, through two rounds of pivots, startup L discovered new target customers and customer needs, and was able to establish a successful business model by repeatedly experimenting with MVPs with minimal effort and time. In other words, Company L's case shows that it is essential to go through the customer-market validation stage at the beginning of the business, and that it should be done through an MVP method that does not waste the startup's time and resources. It also shows that it is necessary to abandon and pivot a product or service that customers do not want, even if it is technically superior and functionally complete. Lastly, the study proves that the lean startup methodology is not limited to the software industry, but can also be applied to technology-based hardware industry. The findings of this study can be used as guidelines and methodologies for early-stage companies to minimize failures and to accelerate the process of establishing a business model, scaling up, and going global.

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A Study on the Cubism - In it's relation to Bergsonian Philosophy and Simultaneity - (큐비즘에 관한 연구 - 베르그송 철학과 동시성 개념을 중심으로 -)

  • Ryu, Ji-Seok;Oh, Chan-Ohk
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.117-128
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    • 2005
  • The French Belle Epoque is a period where the literary and artistic movement was very activated. The birth of the cubism reflects this atmosphere of the times and the change of paradigm in all fields. The Bergsonism is often designated as one of the important backgrounds of cubism. The problem consists in knowing if Bergsonian ideas gave real influence on the cubist movement and up to what point. Our analysis will show that it is not homogenous and very variable according to painters. In the case of Picasso and Braques it seems be a simple inspiration of Zeitgeist. But the influence upon Metzinger and Gleizes is explicit. The text of 1912, Du cubism, prove their attachment to his thought. The key concept of cubist theory, influenced by Bergsonian philosophy, is the concept of simultaneity. Cubist simultaneity is in one hand a reflection of an artist's psychological experience and the other hand a synthesis of multiple views for grasping the object in itself by the way of conceptual representation. The temporal simultaneity could be identified with the notion of memory, which is a temporal continuity connecting the past to dynamic present. The spatial simultaneity is a juxtaposition of multiple views obtained by the movement around the object. But the dose reading of Bergson's text shows that there is a divergence between the notion of cubist simultaneity and his ideas. The biased interpretation is often, as well as the strict understanding, like the history shows us well, a great source of inspiration and creativity. The cubist mouvement is not far from this case.

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