Store loyalty is increasingly being recognized as a path to long-term business profitability. Customer contact employees deliver a service firm's promises and create an important image for the firm. A major purpose of this study is to investigate the effects of customer service and product value on store loyalty. In order to test research hypotheses, data were collected through surveys administered to 300 apparel store customers. Two hundred thirty nine usable data were used for the analysis. The findings of this research are as follows: First, a employee's voluntary service(EVS) has a positive impact on interpersonal r elationship, which then affects switching barrier and store loyalty. Second, a employee's regular service(ERS) has an influence on store satisfaction, which in turn affect store loyalty. Third, product value is shown to be a significant antecedent to store satisfaction, which have a direct effect on store loyalty. The study concludes with implications, contributions, and limitations of the research and the empirical findings of this research should be beneficial to marketing practitioners and retailing businessmen in developing effective marketing strategies.
Journal of the Institute of Electronics and Information Engineers
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v.51
no.4
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pp.144-159
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2014
Techniques for making a single panoramic image using multiple pictures are widely studied in many areas such as computer vision, computer graphics, etc. The panorama image can be applied to various fields like virtual reality, robot vision areas which require wide-angled shots as an useful way to overcome the limitations such as picture-angle, resolutions, and internal informations of an image taken from a single camera. It is so much meaningful in a point that a panoramic image usually provides better immersion feeling than a plain image. Although there are many ways to build a panoramic image, most of them are using the way of extracting feature points and matching points of each images for making a single panoramic image. In addition, those methods use the RANSAC(RANdom SAmple Consensus) algorithm with matching points and the Homography matrix to transform the image. The SURF(Speeded Up Robust Features) algorithm which is used in this paper to extract featuring points uses an image's black and white informations and local spatial informations. The SURF is widely being used since it is very much robust at detecting image's size, view-point changes, and additionally, faster than the SIFT(Scale Invariant Features Transform) algorithm. The SURF has a shortcoming of making an error which results in decreasing the RANSAC algorithm's performance speed when extracting image's feature points. As a result, this may increase the CPU usage occupation rate. The error of detecting matching points may role as a critical reason for disqualifying panoramic image's accuracy and lucidity. In this paper, in order to minimize errors of extracting matching points, we used $3{\times}3$ region's RGB pixel values around the matching points' coordinates to perform intermediate filtering process for removing wrong matching points. We have also presented analysis and evaluation results relating to enhanced working speed for producing a panorama image, CPU usage rate, extracted matching points' decreasing rate and accuracy.
With the transition of archaeological recording method's transition from analog to digital, the 3D scanning technology has been actively adopted within the field. Research on the digital archaeological digital data gathered from 3D scanning and photogrammetry is continuously being conducted. However, due to cost and manpower issues, most buried cultural heritage organizations are hesitating to adopt such digital technology. This paper aims to present a digital recording method of relics utilizing open-source software and photogrammetry technology, which is believed to be the most efficient method among 3D scanning methods. The digital recording process of relics consists of three stages: acquiring a 3D model, creating a joining map with the edited 3D model, and creating an digital drawing. In order to enhance the accessibility, this method only utilizes open-source software throughout the entire process. The results of this study confirms that in terms of quantitative evaluation, the deviation of numerical measurement between the actual artifact and the 3D model was minimal. In addition, the results of quantitative quality analysis from the open-source software and the commercial software showed high similarity. However, the data processing time was overwhelmingly fast for commercial software, which is believed to be a result of high computational speed from the improved algorithm. In qualitative evaluation, some differences in mesh and texture quality occurred. In the 3D model generated by opensource software, following problems occurred: noise on the mesh surface, harsh surface of the mesh, and difficulty in confirming the production marks of relics and the expression of patterns. However, some of the open source software did generate the quality comparable to that of commercial software in quantitative and qualitative evaluations. Open-source software for editing 3D models was able to not only post-process, match, and merge the 3D model, but also scale adjustment, join surface production, and render image necessary for the actual measurement of relics. The final completed drawing was tracked by the CAD program, which is also an open-source software. In archaeological research, photogrammetry is very applicable to various processes, including excavation, writing reports, and research on numerical data from 3D models. With the breakthrough development of computer vision, the types of open-source software have been diversified and the performance has significantly improved. With the high accessibility to such digital technology, the acquisition of 3D model data in archaeology will be used as basic data for preservation and active research of cultural heritage.
This is the in-depth research dealing with Animatoon, the only animation-specialized magazine in Korea. By examining articles provided under the 'Animatoon Report' category, which is one of article categories set by the publisher, this research tries to find out the topic of articles and examine the tendency of topic. 'Animatoon Report' is chosen because the category title does not clearly show characteristics of articles, but has the second largest number of articles among all categories. First, the articles of the first ten years (1995-2005) has the largest number of pages as well as images, which means each article of this period tries to enrich its contents. Second, the role of magazine reporters are not critical considering the number of articles written by reporters are smaller than those made by the editorial department. Third, articles tries to deal with diverse issues and are mostly placed in front of the magazine. Fourth, in early days, articles used to provide the 3~5 lines of introductory summaries, but changed into provide the lead, the Korean and English subtitle, and so on. Fifth, articles mostly focus on issues of animation and Korea rather than other areas and countries. The results on the basis of article type are as follows. Among the types of people, work, organization/company, event, policy/industry, and etc, the policy/industry type has the largest amount of articles, and articles on the policy and those on the industry shows similar number of articles. Second, the event type has the second largest number of articles even though there are several separate categories only for the event. Third, articles in the et cetera type are often seen in early days because Animatoon who did not systemize the company itself focused on animation history and production techniques. Fourth, articles both on the people and the work type are consistently seen through the whole time period, but those on organization/company and event has more and more articles as time passes. In conclusion, it is possible to mention that the 'Animatoon Report' type shows more interest in policy and industry, and its interest on both issues are consistently seen from 2001 to 2015.
To improve the social and economic position of the disabled people and secure their human rights, an integrated society should be buill. To build such a society, an adequate access should be provided to the movement or in using buildings or facilities. The inconveniences from social life on the part of the disabled people might not result from their impairment or disability, but from physical and social barriers in the environment surrounding them. Therefore, it is necessary to reconstruct entire systems of the society as a disabled people-friendly structure in order to remove those barriers, make them stand their own feet in our communities and freely participate in the social activities. This will eventually lead to build a society in which all people including the disabled people can use those facilities in a more convenient way. It is almost impossible for the disabled people to safely and conveniently access to and use facilities and equipments and freely move to their desired places, without any help from others in Korea. Even though, there are currently many disabled people-related convenience facilities, they have been independently built without a connection with other facilities and buildings, thus not greatly useful. Even when convenience facilities have been built, mostly they are superficially set up; therefore, in many cases, the disabled peOple cannot use those facilities. In this. research, I tried a new concept of mobile wheelchair lift design, which the disabled people can operate without restrictions, when using the public facilities. The key to this research was to develop the existing import-oriented simple functional products to a new system with functional safety and high quality orientation. Also, this research aimed at bringing an. import substitution effect, as well as preempting the mobile wheelchair lift market by advancing into overseas markets through application of new image designs in the field of disabled people aid equipments.
This study is focused on traditional market's competitiveness in Korea. Ever since the Korean retail industry had been opened to the big conglomerates, the traditional markets have faced very serious competition from various types of distribution channels. In particular, this study has been conducted to find another way to help the Korean traditional market from the perspective of college students who are consumers of the future. This study examines the relationships among store choice attributions, consumption emotion, consumer's value, and relationship quality from the perspective of college students. In order to verify the relationship, and moderating and mediating effects, data were collected from 126 college students in Whasung, Gyeonggi Province to test the theoretical model and its hypotheses. The results of this study are as follows: First, service (= .263, p < .01) and advertising (= .188, p < .05) are significantly positively related to relationship quality. However, store atmosphere (= .176, p = .052) is not statistically significantly related to relationship quality. The result that students have stereotypes about the atmosphere of traditional markets and are therefore excluded from their store choice attributions can be expected. Second, college students selected service division (= .230, p < .05) as the most important factor among the traditional market's store choice attributions. This result reflected that enhancing service strategy would strengthen the traditional market against discount stores. The process of product selection by customers in discount stores is based on the concept of self-service. However, traditional market traders can make various contacts with their customers. If traditional market traders can enhance various service factors just like in the process of product selection, it will effect strong competitive advantages. Third, it is also revealed that consumer's value exhibit complete mediation effect in the relationships between service and advertising. These results showed that traditional markets must be considered for consumer value. Because previous studies showed that values refer to "enduring belief that … specific mode of conduct or end-stat of existence … personally or socially preferable to an opposite of converse mode of conduct or end-state of existence" (Rokeach, 1973; George and Jones, 1996). Furthermore, Schwartz (1994) defined values as desirable trans-situational goals, varying in importance, that serve as guiding principles in the life of a person or other social entity. As conceptions of desirable end-states of existence or modes of conduct, values help people choose, evaluate, and give meaning to their experiences (Rokeach, 1973). Efforts (e.g. promote the consumers value) of the traditional market traders will improve the preferences for the traditional market of consumers and college students. Implications and future research directions are also discussed.
The popularity of Korea pop culture, which called as the name of "Korea wave", has started to spread out in China and other Asian states from late-1990's. The study about "Korea wave" until now, however, have prevailed within an economic point of view. So, I would like to clarify that this dissertation raises a question in exiting argument and explains the identity of "Korea wave" by investigating the details of pop culture contents of Korea, and understanding of chinese receiver. It shows that chinese receiver, watching the movie , has estimated in the affirmative viewpoint after I have analyzed a reply of movie web-site in China. The main features of this analysis prove that there are a lot of good estimation when chinese receiver have seen that movie because it has been well-matched with emotion and fun of story and attraction in the movie. In that order, Some Chinese netizen evaluated that there are some negative point of view as the main actress has a strange and crazy behavior. I have also found that Korea pop culture contents has not given to them good image and chinese receiver had a tendency to view objectively to classify with strength and weakness. Analysis to contrast understanding of Chinese netizen with Korea netizen showed that Korea netizen emphasized fun of story, however, Chinese netizen showed that they had a lot of opinion to be fresh and realistic relatively. In conclusion, I would like herewith to identify that there are some differences between Chinese netizen and Korean netizen after contacting the movie. The reason has showed that understanding about the same object can be a great deal of various consideration in two more diverse cultures which have many different social-cultural and historical situation.
Park, Heedae;Park, Hyung Keun;Jang, Hyeon Seok;Han, Seung Heon
KSCE Journal of Civil and Environmental Engineering Research
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v.31
no.1D
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pp.119-126
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2011
High-speed railway raises global interests with the growing concerns on the green development and the green energy. However, since most of the infrastructure investment of Korea was focused on the highway projects for last forty years, the investment on the railway has been limited around 40~50% of that of the highway projects. In addition, due to the world economy crisis and unsatisfactory support of existing policy for the private investment project, the private investment is given a small deal of weight on the social overhead capital investment. Meanwhile, despite the world high-speed railway market is growing rapidly and the Korean contractors have won the international construction contracts over 70 billion USD, past records of railway projects are very rare. Therefore, it is required to develop strategies for encouraging private investment in the domestic market to achieve efficient high-speed railway development and for advancing into foreign high-speed railway market. This study carried out data collection and market analysis for both domestic and foreign market respectively. Through a structured questionnaire survey and expert interviews, contractors' perceptions on the high-speed railway market and needs for the government support are collected. Summary of strategies drawn from this study are as follows: 1) carrying out BTL high-speed railway projects and revising related policies; 2) upwarding incentive level for the private pre-investment projects considering the contractors' credit rating; 3) carrying out Honam-Jeju submarine railway project; 4) establishing a efficient consortium model for foreign market; 5) improving the capacity of the Korea Railway Association that support Korean contractors' foreign advancement; and 6) expand the budget for Global Infra-fund.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.7
no.4
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pp.21-32
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2012
The current beauty service of Korea is upgrading its outside appearance from traditional small-shop image and its speed of change and competition are more severe than ever before. The top priority trait of beauty management is based on man-power resource, and personnel-management is the most important thing that more than anything else. Compared with other arenas of business, personnel management plays a key role in beauty industry. As a result, this research begins with the issue of personnel management. In addition, I will show that the management leadership of beauty service affects organization civil actions and changing jobs in the beauty industry employees, and the leadership can lower changing job rate to some extent. The role and duty of business manager is very significant because the dependence of man-power resource is magnificent in beauty service. In spite of rapid changing of economic surroundings, the management of beauty service is still working without any detail plans. It is no exaggeration to say that the most of beauty service managers are lack of leadership conception. Although the demands of customers are changing everyday, the frequent changing of jobs among talented employees drops customers credibility and high-quality service. From a management viewpoint, re-training cost of employees leads to economic loss and the company suffers from financial problems. As a result, it creates vicious circle in the beauty industry. Today, the management atmosphere in the beauty service is hard to get its right track because of the cutthroat competitions of beauty industry and difficulties of hiring promising employees. It has been said that "Nothing ventured, Nothing gained" Above all, the beauty service requires job speciality and it produces economic profits. Therefore, the managers desperately need to change the way they regard those with job changers. In this research shows the principal index of the leadership type of beauty business managers how much affects its employees' long-term working condition. The new concept of leadership, such as alternative suggestions, setting goals, and organization civil action will reorganize the stereo-type frame. I will also investigate the factors of job changing and intention of the beauty service employees for the development option of the beauty industry.
The "uncanny valley" curve describes the measured results of the negative emotion response which depends on the similarity between the artificially created character and the real human shape. The "uncanny valley" effect that usually appears in the animation character design induces negative response such as fear and hatred feeling, and anxiety, which is not expected by designers. Especially, in the case of the commercial animation which mostly reply on public response, this kind of negative response is directly related to the failure of artificially created character. Accordingly, designers adjust the desirability of the character design by avoiding or utilizing the "uncanny valley" effect, inducing certain character effect that leads to the success in animation work. This manuscript confirmed the "uncanny valley" coefficient of the positive emotion character design which was based on the actual character design and animation analysis. The "uncanny valley" concept was firstly introduced by a medical scientist Ernst Jentsch in 1906. After then, a psychologist Freud applied this concept to psychological phenomenon in 1919 and a Japanese robert expert Professor Masahiro Mori presented the "uncanny valley" theory on the view of the recognition effect. This paper interpreted the "uncanny valley" effect based on these research theory outcomes in two aspects including sensation production and emotion expression. The mickey-mouse character design analysis confirmed the existence basis of the "uncanny valley" effect, which presented how mickey-mouse human shape image imposed the "uncanny valley" effect on audience. The animation work analysis investigated the reason why the produced 3D animation character should not be 100% similar to the real human by comparing the animation baby character produced by Pix company as the experimental subject to the data of the real baby with the same age. Therefore, the examples of avoiding or utilizing the "uncanny valley" effect in animation character design was discussed in detail and the four stages of sensation production and emotional change of audience due to this kind of effect was figured out. This research result can be used as an important reference in deciding the desirability of the animation character.
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