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A Case Study on Green Pricing Program in USA (미국 Green Pricing 프로그램 평가 사례분석 및 시사점)

  • Lee, Ye-Ji
    • 한국신재생에너지학회:학술대회논문집
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    • 2009.11a
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    • pp.298-298
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    • 2009
  • 미국의 DOE(Department of Energy)산하 EERE(Energy Efficiecy & Renewable Energy)에서 신재생 에너지 프로그램 평가를 하고 있다. 특히 General program evaluation Guide에는 많은 평가기관에서 제안되었던 5가지 방법 중 Outcome 평가는 프로그램의 목적을 얼마나 달성했는지를 측정하는 것으로 일정한 기간이 지난 후 프로그램의 목적을 달성함으로써 얻어지는 결과를 추산함으로써 그 기간 동안 프로그램이 의도했던 목적을 얼마나 잘 수행했는지를 보여준다. 한국에서 시행되고 있는 신재생에너지 보급 프로그램의 성과를 정량화 분석을 통하여 평가할 수 있어 국내 적용성이 크다. 본 연구에서는 미국 에너지부 EERE로부터 지원받아 NREL(National Renewable Energy Laboratory)에서 실행한 Utility Green Pricing 프로그램을 사례 분석하였다. Utility Green Pricing 프로그램은 1993년 시작되었으며 2002년 말 미국 전역의 300여개 시설을 통한 90개의 프로그램을 발전시킴으로써 소비자가 자발적으로 재생에너지 발전을 지원하기 위한 한 방법으로 최근 이런 프로그램 수는 증가하고 있다. 2002년 말 기준으로 국가 전기 사용자의 20%, 대략 270,000명의 소비자가 선택하였고 2002년 290MW급 재생에너지 설비용량과 2003년 140MW급 시설을 담당하였으며 미국 이외에 캐나다, 일본, 호주, 12개 유럽 국가들이 시행하고 있다. 이 프로그램 목표는 어떤 프로그램이 green pricing 프로그램의 소비자 참가와 재생에너지 구매의 최대화를 돕는지를 제공하는 것으로 Data Pool은 90개 프로그램 중 더 이상 실행하지 않는 4개를 제외한 86개로 응답률은 77%였다. 분석대상은 거주자와 비거주자로써 자료는 2003년 초 66개의 green pricing 프로그램의 질문서를 토대로 도출되었다. Green Pricing 프로그램 질문서는 참여, 지난해 판매, 재생에너지 공급, 할 증금(초과 구매력), 프로그램 디자인과 실행, 마케팅, 소비자를 위한 부가서비스 이렇게 총 7부분으로 나누어져있다. 특히 거주자와 비거주자와 참여, 재생에너지 판매량, 프로그램 수명, 사용하는 재생에너지의 종류, 프로그램 가격, 비용 할증료, 프로그램 평가의 종류, 프로그램 마케팅 노력, 참여자에게 제공되는 부수적 가치와 관련된 자료를 모으기 위해 실행되었다. 종속적 변수로 프로그램 유효성 측정과 관련된 비/거주자 참여와 재생에너지 구매를 선택하였으며 독립적 변수로 프로그램 디자인과 마케팅 특징을 들었다. 분석방법으로는 이변성과 다변성 통계적 분석을 이용하였다. 이변성 분석은 쉽게 개별적 독립 변수와 종속변수와의 직접적 관계를 보여주며 다변성 분석은 보다 정확한 영향 산정을 위해 선택한 복합적 독립변수를 이용하였다. 프로그램 유효성 측정을 위해 비/거주자 참여 퍼센트와 재생에너지 구매 퍼센트를 구하였다. 그러나 이 분석에 몇 가지 제한점이 있었다. 소비자 중 국외자의 영향으로 분석에 많은 영향을 주지 않지만 single utility 프로그램은 비거주자참여율과 재생에너지 구매율에 영향을 끼칠 가능성이 있으며 독립/설병변수를 프로그램성공을 위해 거듭 강조하지만 빠지거나 무딘 변수는 여전히 존재한다. 분석 대상이 2002년까지를 대상으로 하기 때문에 시간상의 지체 역시 문제가 될 수 있다. 다중공산성 역시 독립변수간의 상관관계가 나타나면서 발생된다. 하지만 몇 가지 재미있는 결과를 얻어냈다. 프로그램 기간이 소비자 응답에 영향을 미치며 초기 거주고객의 높은 구매력이 지속된다는 것이다. 가격 할증료와 최소 월사용료는 프로그램 성공 초기 결정요인이 되지 않는다. 작은 시설이 성공 달성가능성이 더 큰 것으로 나타났으며 비거주자의 사적 이득 제공 역시 성공 강화에 영향을 끼쳤다.

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A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

The effects of Problem-Based Learning in Home Economics on self-efficacy: Focused on family relations area (고등학교 가정과 수업에서 문제중심학습이 자아효능감에 미치는 효과: 가족관계 영역을 중심으로)

  • 이형실;금은주
    • Journal of Korean Home Economics Education Association
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    • v.16 no.2
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    • pp.27-36
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    • 2004
  • The Purpose of this study was to investigate the effects of Problem-Based Learning in Home Economics on self-efficacy, focused on family relations area in high school. In this study, Problem-Based Learning lesson plan was developed and applied to 32 freshmen of high school as an experimental group. Lecture-style lesson was applied to the other 32 students as a control group. Significant differences between pre-test and post-test scores of self-efficacy were found in the experimental group. Post-test scores of self-efficacy were higher than pre-test scores in the experimental group. There were no significant differences between pre-test and Post-test scores of self-efficacy in the control group. The subjective evaluation from students in the experimental group indicated that Problem-Based Learning lesson was effective in helping them to take an active Part in class and increasing interests in Home Economics.

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Analyzing Brand Community Members' Desired Value : Focusing on Case of BTS and ARMY (브랜드 커뮤니티 구성원의 추구가치 분석 : 방탄소년단과 아미 사례를 중심으로)

  • Lee, Min-ha
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.89-99
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    • 2021
  • A brand community refers to a group of people who have a passion and loyalty for the brand, and is attracting attention as an effective marketing strategy to increase brand equity because it actively tends to support and promote the brand without expecting compensation. The objective of this study is to identify factors that are needed for sustainable brand community management. Existing studies on brand community management have mainly been conducted by quantitative methods measuring consumer satisfaction and dissatisfaction towards brand community activities, however, this study applied qualitative methods using means-end chains and laddering approaches in order to deeply identify a consumer's desired value on brand community activities. An in-depth interview of 41 members of BTS ARMY, a representative example of brand community, has been conducted and analyzed. The result of this study is as follows. In order to encourage active brand community activities, it is important to provide brand community members with a variety of high-quality brand-related content for a unique aesthetic experience, and a forum where all members can interact and exchange information and ideas to enhance brand value and experience. Finally, to nurture a strong brand community as a partner to co-create brand equity, rather than just a fan community, it is needed to build an environment that fosters opportunities for brand community members to increase self-respect and fulfillment through their brand community activities.

The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

High School Students' Understanding and Use of Recommended Books Lists (고등학생들의 추천도서목록 이용과 인식에 관한 연구)

  • Chung, Jin Soo
    • Journal of the Korean Society for Library and Information Science
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    • v.56 no.3
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    • pp.5-26
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    • 2022
  • The purpose of this study is to analyze high school students' understanding and use of the recommended books lists. The survey distributed to high school students in seven high schools located in Seoul, and 311 students responded. Using SPSS 24, the data was analyzed by frequency, binary logistic model, and one-way ANOVA. Results show the followings. First, the meaningful factors affecting students' use of recommended books lists are gender, grade levels, and the degree to which students think recommended books lists include the books that are suitable and interesting. Particularly, the degree to which students think recommended books lists include the suitable books for them is the strong factor affecting students' use of the recommended books lists. Second, male students are less likely to use recommended books lists than female students. Male students consistently are less likely to use the recommended books lists made by school librarians, subject teachers, and reading experts and/or organizations. Third, teacher-librarians believed that the recommended books lists would help students who do not enjoy reading and have difficulties in reading. However, the study finds that students who enjoy reading and read well are more willing to use the recommended books lists made by school librarians, subjects teachers, and reading experts and/or organizations than those who do not. Fourth, students are most willing to use the recommended books lists for college preparation. The findings suggest the further research topics in designing the recommended books lists suitable for high school students and in scaffolding the high school students' use of book information reflected in recommended books lists.

A Case Study of Successful Strategy for Self-Directed Learning Center of Educational Service Franchise - Focusing on the Case of Learning Center of Daekyo Noonnoppi - (교육 서비스 프랜차이즈의 자기주도 학습관 사업화 사례연구 - 대교 눈높이 러닝센터 사례를 중심으로 -)

  • Yoo, Dong-Keun;Hong, Jong-Pil;Hwang, Jae-Kwang
    • The Korean Journal of Franchise Management
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    • v.5 no.1
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    • pp.49-64
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    • 2014
  • The purpose of this work is to analyze successful business strategy of Daekyo Noonnoppi. Daekyo Noonnoppi, a franchise company of educational service, activated education business by establishing new way of providing education opportunity: self-directed learning center. They introduced not only the concept of learning center but also sustainable business strategies, which leads to remarkable success in the education business field. Daekyo Noonnoppi deployed three managerial concepts for study achievement: goal management, study management, and environment management. This Franchise company has three advantages of its success: Goal, Study and environment management: First, the goal management helps students to develop self-directed attitudes by making(appropriate) atmosphere which is able to build study goal and plan. In addition, this company provides information to their students to searches ways of study through the test reflecting their tendency. Furthermore, this company offers a variety of events for motivating study. Second, study management is helpful for students to develop holistic fundamental knowledge through its textbooks of this company and provides solutions and time management for study through 1 on 1 study advice. Third, environment management is used to making atmosphere to develop self-directed learning way for its students and provides spaces for students equipped with multimedia systems and cyber learning infrastructures.

A Study on the Conflict of Family Support in the Novels of Park, Wan - Se (박완서 소설에 나타난 노인에 대한 가족부양 갈등 연구)

  • Oh, Joon Shim;Kim, Seong Yong
    • 한국노년학
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    • v.29 no.4
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    • pp.1341-1359
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    • 2009
  • In the wake of the radical structural change of the society, problems in family support for the old aged have arisen. Against this backdrop, the aim of this study was to examine aspects of the conflicts in family support focusing on novels by Park Wan-seo, and to analyze the expression of the family support awareness within the social consciousness. It selected the works that contain the contents of the elderly's support among 92 short stories, which were published from 1970s and 2006. The short novels that are contained the elderly's support are 9; , , , , ,

The Impact of Location-based Mobile Curation Characteristics on Behaviors of Art Gallery Visitors (위치기반 모바일 큐레이션 특성이 미술관 관람객의 관람행태에 미치는 영향)

  • Sangwoo Seo;Taeksoo Shin
    • Information Systems Review
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    • v.22 no.2
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    • pp.167-199
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    • 2020
  • The ICT-based curation as a series of experiences with the mobile exhibition-guide applications or guide programs in art galleries helps visitors fully immersed in the exhibition and allows them to have more informative and convenient guide experience at art galleries. This study aims to verify how the factors of ICT-based curation affects the commitment and satisfaction of visitors at art galleries, figure out whether the visitors' commitment has effects on their satisfaction, and then finally test the impact of their commitment and satisfaction on their revisit intention. In order to validate the cause-and-effect relationships between these factors, the ICT-based curation in this paper is categorized into five factors - gamification, quality of image/video information, quality of sound/text information, contextual offer, and instant connectivity. The main results of the study are as follows. First, only the gamification has significantly positive effects on the commitment of art gallery visitors, while other two factors - the instant connectivity, and the quality of sound/text information - have significantly positive effects on the satisfaction of visitors. Second, the commitment of visitors also has significantly positive effects on their satisfaction. Third, the commitment of the visitors don't have significantly positive relationship with their intention of revisit, but the satisfaction of the visitors have significantly positive relationship with their intention of revisit.

Effects of TR and Consumer Readiness on SST Usage Motivation, Attitude and Intention (기술 준비도와 소비자 준비도가 Self Service Technology 사용동기와 태도 및 사용의도에 미치는 영향)

  • Shim, Hyeon Sook;Han, Sang Lin
    • Asia Marketing Journal
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    • v.14 no.1
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    • pp.25-51
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    • 2012
  • Researches about the relationship between SST(Self Service Technology) and TRI(Technology Readiness Index) have been carried out after TRI was developed by Parasuraman and his colleagues(2000). We hypothesize Consumer Readiness can also influence consumer's motivation, attitude, and intent to use SST. Currently, there has been no research on this subject. In this study, we investigated the relationship between TR, Consumer Readiness and SST Core Attitudinal Model which Dabholkar & Bagozzi(1994) proposed. The researchers also investigated moderating effects of consumer traits and situational factors to verify the acceptance of such forms of service delivery by all kinds of consumers and under different situational contexts. Self consciousness, the need for interaction with an employee, and the technology anxiety were used as consumer trait variables. Perceived waiting time and perceived crowding were used as situational variables. 380 questionnaires were distributed to a sample group of people in their 20's and 30's, and the data were analyzed with structural equation model using AMOS 18.0 program. All of Cronbach's alpha values representing reliabilities were satisfactory. The values of Composite Reliability(CR) and Average Variance Extracted(AVE) also showed the above criteria, thus providing evidence of convergent validity. To confirm discriminant validity among the constructs, confirmatory factor analysis and correlations among all the variables were examined. The results were satisfactory. The results of this study are summarized as follows. 1. Optimism and innovativeness of TR partially influenced the motivation to use SST. People who tend to be optimistic use SST because of ease of use and fun. The innovative however, usually use SST due to its performance. However, consumer readiness of role clarity, ability and self-efficacy influence all the components of motivation to use SST, ease of use, performance and fun. The relative effect of consumer readiness on the motivation to use SST was much stronger and more significant than that of TR. No other previous studies have examined the effects of Consumer Readiness on SST usage motivation, attitude and intention. It is academically meaningful that the researchers verified that Consumer Readiness is the important precedent construct influencing the self service technology core Attitudinal Model. Our findings suggest that marketers should consider fun and ease of use attributes to promote the use of self service technology. In addition, the SST usage frequency will rise rapidly when role clarity, ability, and self-efficacy which anybody can easily handle SST is assured. If the SST usage rate is increased, waiting times for customers could be decreased. Shorter waiting time could lead to higher customer satisfaction. It may also result in making a long-term profit owing to the reduced number of employees. Thus, presentation of using SST by employees or videos showing how to use it will promote the usage attitude and intent. 2. In SST core attitudinal model, performance and fun factors among SST usage motivation affected attitudes of using SST. The attitude of using SST highly influenced intent to use SST. This result is consistent with previous researches that dealt with the relationship between motivation, attitude and intention. Expectation of using SST could result in good performance just like the effect of ordering menu to service employees and to have fun since fun during its use could promote more SST usage rate. 3. In the relationship among motivation, attitude and intent in SST core attitudinal model, the moderating effect of consumer traits(self-consciousness, need for interaction with service employees and technology anxiety) and situational factors(perceived crowding and perceived waiting time) were tested. The results also supported the hypothesized moderating effects except perceived crowding. The highly self-conscious tended to form attitudes to use SST because of its fun compared to those who were less self-conscious because of its performance. People who had a high need for interaction with service employees tended to use SST for its performance. This result indicates that if ordering results are assured, SST is easily accessible to even consumers who have a high need for interaction with a service employee. When SST is easy to use, attitudes strengthen intent among people who had a high level of anxiety of technology. People who had low technology anxiety formed attitudes to use SST because of its performance. Service firms must ensure their self service technology is designed to be easy to use for those who have a high level of technology anxiety. Shorter perceived waiting times strengthened the attitude to use self service technology because of its fun. If the fun aspect is assured, people willing to use self service technology even perceive waiting time to be shorter than it actually is. Greater perceived waiting times form higher level of intent to use self service technology than those of shorter perceived waiting times. This implies that people view self service technology as a faster alternative to ordering service employees. The fun aspect of self service technology will attract a higher rate of usage for self service technology. 4. It has been proven that ease of use, performance and fun aspects are very important factors in motivation to form attitudes and intent to use self service technology regardless of the amount of perceived waiting time, self-consciousness, need for interaction with service employees, and technology anxiety. Service firms must consider these motivation aspects(ease of use, performance and fun)strongly in their promotion to use self service technology. Ease of use, assuring absolute performance compared to interaction with service employees', and adding a fun aspect will positively strengthen consumers' attitudes and intent to use self service technology. Summarizing the moderating effects, fun is the most valuable factor triggering SST usage attitude and intention. Therefore, designing self service technology to be fun will be the key to its success. This study focused on the touch screen self service technology in fast food restaurant. Although it has its limits due to the fact that it is hard to generalize the results to any other self service technology, the conceptual framework of this study can be applied to future research of any other service site.

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