• Title/Summary/Keyword: Attract effect

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The effect of eco-friendly behaviors and attitudes on behaviors of clothing recycling - Focused on UK, China, Korea - (친환경 행동 및 태도가 의복 재활용 행동에 미치는 영향 - 영국, 중국, 한국을 중심으로 -)

  • Park, Younghee
    • The Research Journal of the Costume Culture
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    • v.24 no.3
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    • pp.336-348
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    • 2016
  • This study was executed to deduce the factors affecting eco-friendly behaviors and attitudes, to analyse the difference of eco-friendly behaviors and attitudes between countries, and to draw the variables affecting clothing recycling behavior. The sample comprised people from the UK, China, South Korea. The results were as follows. The four factors related to eco-friendly behaviors and the five factors related to eco-friendly attitudes were derived from the results of factor analysis. In the case of eco-friendly behaviors, four eco-friendly behavior factors showed a significant difference all according to gender and country. In the case of eco-friendly attitudes, saving of natural resources for eco-friendly life, recycling for eco-friendly life, and individual preference for eco-friendly life showed a significant according to gender, also recycling for eco-friendly life, individual preference for eco-friendly life, social awareness for eco-friendly life, and company's awareness for eco-friendly life showed a significant difference according to country. All of the variables related to clothing recycling behaviors showed the significant difference according to gender and countries. It was verified that the stronger the behaviors or attitudes for waste recycling and environmental protection, individual preference for eco-friendly life, saving of natural resources, buying eco-friendly products, and separate collection for recycling, the more positive the action to clothing recycling. The results of this study will be helpful to establish a marketing strategy for each country and to deduce a plan to attract clothing recycling form people.

A Study on the Factors Affecting the Success of Crowdfunding for Game Development Projects (게임개발 프로젝트를 위한 크라우드펀딩의 성공에 영향을 미치는 요인에 관한 연구)

  • Lee, Woo Chang;Ha, Jeongcheol;Lee, Choong Kwon
    • Smart Media Journal
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    • v.6 no.4
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    • pp.94-100
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    • 2017
  • Procurement of development funds is a very difficult process in the Korean game industry where competition is fierce. Recently, crowdfunding has been used as a convenient platform to attract potential investors to secure the development cost of the game. This study explored the factors influencing the success of crowdfunding for game development projects. We collected data on 229 game development projects in Tumblebuck, a reward-based crowdfunding site in Korea. According to the results of the logistic regression model, the factors that have a positive effect on the success of funding are the average compensation amount relative to the target amount, the number of SNS shares, the number of updates, and the originality of the proposed game. Video playback time has been found to have a negative impact. Based on the results of this study, it is expected that planning a game development project considering the variables affecting the success of crowdfunding will help financing.

An empirical study on telemarketing efficiency at life insurance (생명보험사 텔레마케팅 효율성 제고에 관한연구)

  • Koh, Bong-Sung;Lee, Seok-Won;Heo, Jeong
    • Journal of the Korean Data and Information Science Society
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    • v.20 no.4
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    • pp.673-684
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    • 2009
  • Lower Prices are offered through sales by telemarketing. This is to serve our customers by the fastest and most appropriate referral product that is most important to attract insurance. Therefore, Considering the time the customer's preferred products and preferred customer for screening and targeting, depending on what is the difference between the premiums. This study of the logistic regression model using datamining techniques, the life insurance companies in outbound telemarketing to support sales of the effect you want to validate. To join existing life insurance companies for the customer response and sales strategy based on the L segment and by age group, family-love insurance, accident insurance, and cancer insurance were in progress for the modeling. Set model based on the progress of the campaign to existing customers marketing methods and how to extract and run the model results has proven the superiority of the model. In addition, over time, depending on the aging model is set to a decline in operating profit to maximize the profits th update the model which was derived.

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A Study of Factors Affecting the Continued Usage Intention of Internet Portal Sites (인터넷 포털사이트 서비스의 지속적 이용의도에 영향을 미치는 요인에 관한 연구)

  • Shin, Ho-Young;Kim, Ki-Su
    • The Journal of Information Systems
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    • v.19 no.3
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    • pp.35-58
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    • 2010
  • Portal sites have been providing diverse services to attract new users and retain existing customers. Recently, they also added new services and increased quality of the services they provide to secure more customers. It is, however, not clear how people actually react to such activities. We wanted to understand the mechanism associated with users' continued usage intention of current Portal site. We assumed search, e-mail, information, community, e-commerce services as key services provided by most Portal sites and considered valuable by many customers. The quality of these services may directly affect users' continued usage intention. However, we can also assume that attractive alternatives and switching cost may have some influence on users' continued usage intention. Therefore, in this study, key variables pertaining to the quality of key services provided by Portal sites, attractive alternatives, and switching cost were examined to explain the dynamics of users' continued usage intention. An empirical study based on 891 survey responses showed the importance of the quality of key services for users' continued usage intention. Switching cost also demonstrated strong association with users' continued usage intention. However, attractive alternatives did not show a significant association with users' continued usage intention. We also found that the variable attractive alternatives moderated the relationship between the quality of search service and users' continued usage intention and the relationship between the quality of information service and users' continued usage intention. On the other hand, the variable switching cost showed a moderating effect on the relationship between the quality of e-mail service and users' continued usage intention and the relationship between the quality of community service and users' continued usage intention. This study implies that Portal sites need to make efforts not only to improve the quality of key services but also to consider attractiveness of other Portal sites' services and switching cost to secure more customers.

A Study on Association Mechanism of Lobby Design in Design Hotels according to Lifestyles (라이프스타일에 따른 디자인 호텔 로비 디자인의 연상 기제에 관한 연구)

  • Yoon, Hyun-Joo;Lyu, Ho-Chang
    • Korean Institute of Interior Design Journal
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    • v.25 no.6
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    • pp.116-126
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    • 2016
  • In modern society which changes from quantity-seeking society to value-seeking one, people's various lifestyles have great effect on consumption patterns and work as an important factor in choosing hotels. The fact that design hotels, which provide unique experiences with differentiated and sensitive designs by reflecting various lifestyles, recently attract attention can be understood in the same context. As a matter of fact, design hotels recently serve as destinations as they become cultural and artistic icons which reflect customer lifestyles. Especially, the designs of lobby spaces in hotels play deciding role in customers' choices while representing the nature of hotels. In this respect, under the premise that the kinds of accumulated experiences are different depending on lifestyles and preferences for specific interior spaces are influenced by association mechanism formed by experiences, this study analyzed lobby spaces of design hotels which focus on specific lifestyles from the perspective of association mechanism based on experiences. As the method of analysis, this study classified the types of lifestyles and conducted case analysis to investigate what association mechanism works to enhance the preference of design hotels by types. Study classified lifestyles into experiential activity type, social meeting type, fashion-pursuing type and hideout-preferring type and analyzed cases of lobby designs in design hotels. The results of this case analysis are as follows; First, experiential activity type mainly utilized quasi-association and approach association through senses and social meeting type utilized quasi-association and memory association through emotions while fashion-pursuing type utilized quasi-association and presumption association through intuition and hideout-preferring type utilized quasi-association and approach association through thoughts. Second, it was found that most lobby designs are characterized by association mechanism in visual formative nature and that in temporal spatial nature working in complex way, and, through such process of association expansion, space stories are created. Stories of spaces created this way become unique identities of design hotels that provide new experiences for customers.

Features of Selective Attention shown by Difference of Space Type in Department Stores - Focused on Observation Features Over Observation Time - (백화점 공간의 유형 차이에 나타난 선택적 주의집중 특성 - 주시시간의 경과에 나타난 주시특성을 중심으로 -)

  • Choi, Gae-Young;Kim, Jong-Ha
    • Korean Institute of Interior Design Journal
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    • v.24 no.6
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    • pp.145-153
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    • 2015
  • For this research with the objects of spaces in two department stores which can be referred to as representative facility of commercial space, observation test has carried out to estimate how much visitors rivet their eyes to the display of shops. In addition, to find out what effect the difference among the department types has on the selective attention to space element, the observation time was applied as a medium for estimation. The followings are the result from analyzing the observation frequency and the observation intensity feature of each section where the characteristics of design could be found at attention. First, both images of A and B had concentrative dominant-observation at left shops. In case of Image A, Customers began to observe the right shops very attentively after 25 seconds, and with Image B, the attentive observation at right and left took place alternatively after 35 seconds. In other words, regardless of the characteristics of shop displays, the left shops were observed first while in case of the observation after the early and middle time-frame the characteristics of shops were found to have effects on observation. Second, the normal observation showed some difference among attention sections over time while on the whole both images of A and B had the same highly attentive observation at the middle space. Accordingly, it could be concluded that the middle space was playing a faithful role as background for commercial spaces. Third, the ignorant observation, which is the opposite to the attentive observation, was found different between the images of A and B. When the ignorant observation is considered to have intentionality, it will be possible to set up the display which may attract the attention aggressively by the process of figuring out the characteristics of ignored shops.

Organizing knowledge ecosystems: The influence of organizational capabilities of platform leaders on multi-firm collaborations for knowledge creation (지식생태계의 조직화: 플랫폼 리더의 조직역량이 지식창출을 위한 기업간 협력의 확장에 미치는 영향)

  • Jung, Dongil;Park, Sangchan;Kim, Bokyung
    • Knowledge Management Research
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    • v.16 no.2
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    • pp.1-27
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    • 2015
  • This paper presents a knowledge-based view of platform-centered collaborations among multiple organizations. Studies of technological innovation and knowledge creation have broadened beyond their initial emphasis on internal development within an organization or simple exchange of ideas between two parties toward complex collaboration among many organizations at the level of platform-based knowledge ecosystems. Platforms serve as an interface between different groups of producers and consumers in a variety of multi-sided knowledge markets such as smartphone operating systems and video games industries. This study is an exploratory examination to offer theoretical understanding of how the organizational capabilities of platform leaders help expand a network of platform participants. The growth of platform participants is particularly important in the early stage of any platforms as the concept of network effects suggests that the platform with the largest number of participants will capture entire markets. Building upon organization studies and network economics theory on multisided markets, this paper focuses on the role of platform leaders in expanding platform-based collaboration. In our view, platform leaders develop varying levels of three organizational capabilities to discern quality of potential participants, to attract them to actually participate in collaboration, and to maintain long-term exchange relations in the ecosystem. We suggest that the capabilities of platform leaders will have a positive effect on the expansion of platform participants to secure network effects, and also examine several contextual factors that moderate the relationship between a platform leader's capacity and platform expansion.

A Study on Development of Component based Common Use Passenger Processing Systems for Incheon International Airport (컴포넌트 기반의 차세대 공용여객처리시스템 설계 및 구현 - 인천국제공항 사례 중심으로 -)

  • Kim, Tae-Young
    • Journal of Advanced Navigation Technology
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    • v.15 no.1
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    • pp.147-156
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    • 2011
  • IATA is playing a central role in the process of changing the international technical standards of common-use system which supports the airport check-in and boarding business in conjunction with the airline systems from CUTE to CUPPS. IATA expects that if the airport common-use system is changed to CUPPS, the development and maintenance costs related to the airline's common-use system can be reduced by the implementation of the standard interface about check-in and boarding business-related equipment and the certification of airline applications. Incheon International Airport is in the face of stiff competition with major Northeast Asian Airports to attract more airlines. To be more competitive than other airports, switching over to CUPPS is vital for airline's cost-saving effect. This study builds on CUPPS international technical standards and suggests design and implementation plans of Incheon International Airport's component-based next-generation common use passenger processing systems to support the various functions of user's requirements.

Weed Management Using a Potential Allelopathic Crop (제초제(除草劑) 신기능(新機能) 작물품종(作物品種) 이용(利用) 잡초방제(雜草防除) 기술(技術))

  • Kim, Kil-Ung;Park, Kwang-Ho
    • Korean Journal of Weed Science
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    • v.17 no.1
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    • pp.80-93
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    • 1997
  • Allelopathic compounds as naturally occurring herbicide have originally reported from local vegetation since B.C. 300. These compounds are known as secondary plant metabolites which released from plants into the environment often attract or repel, nourish or poison other organisms. In recent, many natural plant allelochemicals be used to attempt to biologically or ecologically control weed among worldwide weed scientists. Some allelochemicals have also used as fungicides, insecticides, and nematodicides, and were less than man-made agrochemicals to damage the global ecosystem. It makes efficient use of resources internal to the farm, relies on a minimum of purchased inputs. Some scientists selected for allelopathic activity when breeding weed-controlling cultivars of rice, sorghum, cucumber, surflower etc. Thus, this paper is focused on allelopathic compounds isolated from cultivated crop with the high potential of prospective herbicides. The most environmentally acceptable and sustainable approach to utilization of allelopathy for weed control is to develop plant cultivars with proven allelopathic characteristics. In rice accessions, there are 60 cultivars/lines which have known as allelopathic activity and some of these cultivars control weed more less 90% within certain radius of activity. These accessions are originated from 15 countries including Korea, Japan, USA, India, Philippines, Indonesia, Laos, Taiwan, Afghanistan, Mali, Pakistan, Colombia, Egypt, China, and Dom. Rep. From these cultivars, the most common allelopathic compounds identified in rice are p-Hydroxybenzoic, Vanillic, p-Coumaric, and Ferulic acids. In addition, allelopathic lines of the following crop have shown inhibition of weed growth : beet (Beta vulgaris), lupin(Lupinus spp.), com(Zea mays), Wheat(Triticum aestivum), oats(Avena spp.) peas(Pisum sativum), barley(Hordeum vulgare), rye(Secale cereale), and cucumber(Cucumis sativus). Thus, future allelopathy research must be designed its potentially phytotoxic propertices and the ecotoxic features of the allelochemicals from release to degradation ; its ecological sustainability, its allelopathic effect in early growth. stages, and selectivity properties in combination with chemical stages, and selectivity properties in combination with chemical concentrations. Also, research approach in allelopathy might be screened for highly allelopathic germplasm collection of crops, the idea being to ultimately transfer this agronomic character into improved cultivars by either conventional breeding or other genetic transfer techniques.

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Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.3
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    • pp.175-189
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    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.