The purpose of this study is to verify how 7 sentiment domains extracted through sentiment analysis from social media have an influence on business performance. It consists of three phases. In phase I, we constructed the sentiment lexicon after crawling 45,447 pieces of VOC (Voice of the Customer) on 26 auto companies from the car community and extracting the POS information and built a seven-sensitive domains. In phase II, in order to retain the reliability of experimental data, we examined auto-correlation analysis and PCA. In phase III, we investigated how 7 domains impact on the market share of three major (GM, FCA, and VOLKSWAGEN) auto companies by using linear regression analysis. The findings from the auto-correlation analysis proved auto-correlation and the sequence of the sentiments, and the results from PCA reported the 7 sentiments connected with positivity, negativity and neutrality. As a result of linear regression analysis on model 1, we indentified that the sentimental factors have a significant influence on the actual market share. In particular, not only posotive and negative sentiment domains, but neutral sentiment had significantly impacted on auto market share. As we apply the availability of data to the market, and take advantage of auto-correlation of the market-related information and the sentiment, the findings will be a huge contribution to other researches on sentiment analysis as well as actual business performances in various ways.
Journal of the Korean Institute of Landscape Architecture
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v.41
no.4
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pp.85-101
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2013
The primary goal of this research is to link two currently disconnected literature; the history of urban redevelopment and the one of urban parks and open spaces in the United States (US). Through this exercise, this study attempts to reveal examples of urban parks and open spaces that have yielded economic effects, and emphasize their possibility as a measure of urban redevelopment. Five phases are presented, starting with two Pre-World War II urbanization periods, and three subsequent periods of Post-World War II urban redevelopment (1940s~1960s, late 1960s~1970s, 1980s~present). While urban parks in the 19th century urbanization period held a preeminent place in urban design, policy and economy, ensuing depression and World War II diminished their role as a channel to ease unemployment. In the first phase of urban redevelopment, the economic motive to build open space was to boost the appeal of specific locales in order to draw people and businesses back to a neglected city. In the second phase, public effort to create and maintain urban parks and open spaces declined due to the budget austerity, instead, community open spaces flourished through the voluntary actions and helped neighborhoods to regain desirability. In the third phase, the aspirations and functions of such projects resemble their forerunners of the first phase, but their targets extended to global businesses and elites.
This study examines musical characteristics of so-called 'Hongdae Sound' as a historic musical trend by comparing with 'US 8th Army Sound' and British 'London Punk'. Hongdae Sound refers to the musical trend that was formed with independent bands and musicians who mostly performed live in the club called 'Drug' in Hongdae area, and voluntarily adopted minor musical sensitivity and indie spirit of 'post-punk rock' genre. But as an industrial standpoint the superficial identity of 'indie' interferes with academic approach when analysing musical aspects of Hongdae Sound. Therefore it is necessary to rearrange its characteristics as the musical trend based on regional classification in order to fully appreciate its status in history of Korean popular music. US 8th Army Sound refers to the musical trend that was played within the live stages in US military bases in Korea. Many hired Korean musicians for those shows were able to learn the current popular musical trend in the States, and to spread those to the general public outside the bases. The industrial system of the Army Sound was very similar to that of K-Pop, but when it comes to leading the newest musical trend of 'rock-n-roll', it had more resemblance to that of Hongdae Sound. London punk was the back-to-basic form of pure rock that was armed with social angst and rebel, indie spirit. Its primal motto was 'do-it-yourself', and Hongdae Sound mostly followed its industrial, musical and spiritual paths. London punk was short-lived because it abandoned its indie spirits and became absorbed to the mainstream. But Hongdae sound maintain its longevity by maintaining the spirit and truthfulness of indie, while endlessly experimenting with new trends.
Gentrification is the process by which a working class or other disadvantaged area of a city changes into a middle class residential or commercial district. Gentrification, which has received much attention in arts management in recent years as part of a concern with urban regeneration, carries a generally negative connotation. In this paper, we interrogate this negative view of gentrification to explore ways arts entrepreneurship can convert the perceived threat of gentrification into opportunity. To this end, we examine the Mullae Cultural Salon in the gentrifying district of the Mullae Creative Village. Through a literature review of gentrification and arts entrepreneurship, we propose seven elements of art entrepreneurs responding to gentrification as an analytic framework for research. Our findings indicate that arts entrepreneurs were able to extend the maturity phase of gentrification and thus enhance the cultural and artistic value of the region for other artists and arts entrepreneurs.
With the fierce competition of companies for the attraction of outstanding individuals, job satisfaction of employees has been of importance. In this circumstance, many companies try to invest in job satisfaction improvement by finding employees' everyday experiences and difficulties. However, due to a lack of understanding of the employee experience, their investments are not paying off. This study examined the relationship between employee experience and job satisfaction using employee reviews and company ratings from Glassdoor, one of the largest employee communities worldwide. We use text mining techniques such as K-means clustering and LDA topic-based sentiment analysis to extract key experience factors by job level, and DistilBERT sentiment analysis to measure the sentiment score of each employee experience factor. The drawn employee experience factors and each sentiment score were analyzed quantitatively, and thereby relations between each employee experience factor and job satisfaction were analyzed. As a result, this study found that there is a significant difference between the workplace experiences of managers and general employees. In addition, employee experiences that affect job satisfaction also differed between positions, such as customer relationship and autonomy, which did not affect the satisfaction of managers. This study used text mining and quantitative modeling method based on theory of work adjustment so as to find and verify main factors of employee experience, and thus expanded research literature. In addition, the results of this study are applicable to the personnel management strategy for improving employees' job satisfaction, and are expected to improve corporate productivity ultimately.
Journal of the Korean Society for information Management
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v.41
no.1
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pp.537-560
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2024
In an academic ecosystem evolving into open science, open peer review is gaining attention as a way to enhance transparency and openness in scholarly communication. This study examines the adoption of open peer review components in 118 open access journals that have implemented open peer review, and their characteristics by publisher type, country/continent, language, and discipline. Open peer review has been implemented in a variety of ways, including making review reports or pre-prints publicly available or disclosing the identities of authors and reviewers to each other. We also found differences in the components adopted across disciplines. It appears that commercial publishers, which account for a large proportion of publisher types, have generally adopted it, and it is mainly published in English in European countries. By discipline, we find more open peer review in the medical and natural sciences, which traditionally aim for open scholarly communication and fewer journals in the multidisciplinary and humanities. This provides insights into the adoption of open peer review by journals, as well as a better understanding of the characteristics of the academic community in terms of their adoption of open peer review.
This study is conducted to explore the possibility of service convergence to promote mobile learning. This study has attempted to identify how mobile learning service is provided, which services among them are considered most popular, and which services are highly demanded by users. This study has also investigated the potential opportunities for service convergence of mobile service and e-learning. This research is then extended to examine the possibility of active convergence of common services in mobile services and e-learning. Important variables have been identified from related web pages of portal sites using social network analysis (SNA) and association rules. Due to the differences in number and type of variables on different web pages, SNA was used to deal with the difficulties of identifying the degree of complex connection. Association analysis has been used to identify association rules among variables. The study has revealed that most frequent services among common services of mobile services and e-learning were Games and SNS followed by Payment, Advertising, Mail, Event, Animation, Cloud, e-Book, Augmented Reality and Jobs. This study has also found that Search, News, GPS in mobile services were turned out to be very highly demanded while Simulation, Culture, Public Education were highly demanded in e-learning. In addition, It has been found that variables involving with high service convergence based on common variables of mobile and e-learning services were Games and SNS, Games and Sports, SNS and Advertising, Games and Event, SNS and e-Book, Games and Community in mobile services while Games, Animation, Counseling, e-Book, being preceding services Simulation, Speaking, Public Education, Attendance Management were turned out be highly convergent in e-learning services. Finally, this study has attempted to predict possibility of active service convergence focusing on Games, SNS, e-Book which were highly demanded common services in mobile and e-learning services. It is expected that this study can be used to suggest a strategic direction to promote mobile learning by converging mobile services and e-learning.
Journal of the Korean Institute of Landscape Architecture
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v.43
no.2
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pp.1-12
/
2015
This study explores urban gardening and garden culture in residential area as an everydayness that has been overlooked during the modern period urbanization and investigates the meaning and value of urban gardening from the perspective of urban formations and growth in spontaneous urban residential area, Haebangchon. The result identified that urban gardening as a meaning of contemporary culture is a new clue to improving the urban physical environment and changing the lives and community network of residents. Haebangchon is one of the few remaining spontaneous habitations in Seoul, and was created as a temporary unlicensed shantytown in 1940s. It became the representative habitation for common people in downtown Seoul through the revitalization of the 60s and the local reform through self-sustaining redevelopment projects during the 70s through the 90s. This area still contains the image of times during the 50s to the 60s, the 70s to the 80s and present, with the percentage of long-term stay residents high. Within this context, the site is divided into third quarters, and the research undertaken by observation and investigation to determine characteristics of urban gardening as an everydayness. It can be said that urban gardening and garden culture in Haebangchon is a unique location culture that has accumulated in the crevices of the physical condition and culture of life. These places are an expression of resident's desires that seeking out nature and gardening as revealed in densely-populated areas and the grounds of practical acting and participating in care and cultivation. It forms a unique, indigenous local landscape as an accumulation of everyday life of residents. Urban gardens in detached home has retained the original function of the dwelling and the garden, or 'madang', and takes on the characteristic of public space through the sharing of a public nature as well as semi-private spatial characteristic. Also, urban gardens including small kitchen garden and flowerpots that appear in the narrow streets provide pleasure as a part of nature that blossoms in narrow alley and functions as a public garden for exchanging with neighbors by sharing produce. This paper provides the concept of redefining the relationship between the private-public area that occurs between outside spaces that are cut off in a modern city.
Journal of the Korean Institute of Landscape Architecture
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v.44
no.2
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pp.25-36
/
2016
This paper discusses the character of communication among participating stakeholders in the Improving Alley Landscapes in Residential Neighborhoods project. The participation of diverse stakeholders in conventional urban redevelopment is considered to delay and complicate the progress of a project. However, in urban regeneration, a field-oriented operating system and collaboration between diverse stakeholders is considered critical to building a sustainable community. A stakeholder is defined as "a person or organization that can influence decision-making or be influenced by it." This paper uses a case study to examine what types of stakeholders participate and what communicative processes and ideas are shared among them. Six neighborhoods were selected out of a total of 26 of Seoul's 2014 Improving Alley Landscapes project. This research was developed through interviews and a review of the literature. The character of communication among stakeholders in the case study is as follows. Firstly, the administration initiated the project but did not show leadership. This was caused by a gap in understanding about the project between city and borough administrations, Further, the city administration lacked experience with projects that placed an emphasis on fieldwork. Tongjand and Banjang, at ancillary institutions, acted as spokespersons and helped people in the community to understand the administrative process. However, because they led communication and used personal relationships to ensure they communicated effectively, the communication process had limits from the perspective of democratic process. Diverse stakeholders expressed their opinions in the public sphere and communicated about them using diverse media. Finally, experts produced the output, facilitated communication, and mediated in conflicts. Because new experts acted as facilitators and mediators, there was a great deal of trial and error. This project has particular significance: Seoul's city government deals with urban space rather than parks and green space, which are limited by boundaries; and whether "green" can be used for urban renovation was tested by several landscape architects, who sought to identify a new role in urban renovation, namely, the role of landscape and landscape architecture. However, the project has some limitations, including an insufficiently detailed project plan, a lack of common understanding among stakeholders, and a short timeframe. A number of stakeholders overcame these limitations to a certain degree. Officials of the Borough and the Dong managed the project and resolved civil complaints. Experts provided special information, and contributed to the design and construction of improvements.
Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.
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