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A Study on Netwotk Effect by using System Dynamics Analysis: A Case of Cyworld (시스템 다이내믹스 기법을 이용한 네트워크 효과 분석: 싸이월드 사례)

  • Kim, Ga-Hye;Yang, Hee-Dong
    • Information Systems Review
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    • v.11 no.1
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    • pp.161-179
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    • 2009
  • Nowadays an increasing number of Internet users are running individual websites as Blog or Cyworld. As this type of personal media has a great influence on communication among people, business comes to care about Network Effect, Network Software, and Social Network. For instance, Cyworld created the web service called 'Minihompy' for individual web-logs, and acquired 2.4milion users in 2007. Although many people assumed that the popularity of Minihompy, or Blog would be a passing fad, Cyworld has improved its service, and expanded its Network with various contents. This kind of expansion reflects survival efforts from infinite competitions among ISPs (Internet Service Provider) with focus on enhancing usability to users. However, Cyworld's Network Effect is gradually diminished in these days. Both of low production cost of service vendors and the low searching/conversing costs of users combine to make ISPs hard to keep their market share sustainable. To overcome this lackluster trend, Cyworld has adopted new strategies and try to lock their users in their service. Various efforts to improve the continuance and expansion of Network effect remain unclear and uncertain. If we understand beforehand how a service would improve Network effect, and which service could bring more effect, ISPs can get substantial help in launching their new business strategy. Regardless many diverse ideas to increase their user's duration online ISPs cannot guarantee 'how the new service strategies will end up in profitability. Therefore, this research studies about Network effect of Cyworld's 'Minihompy' using System-Dynamics method which could analyze dynamic relation between users and ISPs. Furthermore, the research aims to predict changes of Network Effect based on the strategy of new service. 'Page View' and 'Duration Time' can be enhanced for the short tenn because they enhance the service functionality. However, these services cannot increase the Network in the long-run. Limitations of this research include that we predict the future merely based on the limited data. We also limit the independent variables over Network Effect only to the following two issues: Increasing the number of users and increasing the Service Functionality. Despite of some limitations, this study perhaps gives some insights to the policy makers or others facing the stiff competition in the network business.

A Study to Compare between Groups Glassified by Demographic Characteristic into Effects of Word of Mouth and Methods of Sales Promotion in Intention of Watching Movies (개봉 전 후 영화의 구전효과와 판촉방식에 따른 인구통계학적 집단 간의 차이에 관한 연구)

  • Kim, Yang Sug;Lee, Bo Young
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.6
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    • pp.59-68
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    • 2015
  • It's important to analyse effects of word of mouth for making its impact higher in performance of motions pictures. And it's required to combine variety sales activities like free gift, promotion goods and price discount with word of mouth for the box office of film. The purpose of this study is to compare between groups classified by demographic characteristic into effects from word of mouth and methods of sales promotion in intention of watching film. On the other hand existing studies on sales activity and word of mouth were one-sided in theoretical background, a meaning of this study is theorizing a social phenomenon about sales promotion of movie giving actual examples that currently are effected by production company, Movie theaters, distribution company and affiliated company. For this purpose, it conducted a survey targeting 500 students in B university in Seoul city and 379 answers got received, and it proceeded this study with 369 answers except 10 inaccurate ones. Creating questionnaires with Likert 5 point scale, it decided that case of substantial inclination was 5 points and inverse one is 1 point. Doing analysis T and ANOVA according to male and female, kinds of major study and number of average monthly watching movie, it analysed the test results after comparison analysis between classified group. The results are summarized as follows: First, offering premiums is more effective by masculine than feminine, but situation of free gift is an opposite result. Second, there are no differences of effects word of mouth and methods of sales promotion by majority departments. Third, there are much differences between groups classified by average number of watching film in a month into effects from word of mouth and methods of sales promotion. Group of watching film more 3 times in a month is more effective than the other groups in intension of watching film by word of mouth. Fourth, word of mouth is great factor to increase intention of watching film and second one is discount on the price.

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Establishment of Old Imperial Estate and Cultural Property Management System -Focused on Inclusion of Imperial Estate as Cultural Property- (구황실재산 관리 제도에 대한 연구 -구황실재산의 문화재관리체계 편입 관련-)

  • Kim, Jongsoo
    • Korean Journal of Heritage: History & Science
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    • v.53 no.1
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    • pp.64-87
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    • 2020
  • The cultural property management system of Korea was established based on the modern cultural assets acts and the old imperial estate management system enacted during the Japanese occupation. Academics have researched the cultural property management system oriented on the modern cultural assets acts, but few studies have been conducted into the old imperial estate management system, which is another axis of the cultural property management system. The old imperial estate was separated from the feudal capital by the Kabo Reform, but was dismantled during the colonial invasion of Japan and managed as a hereditary property of the colonial royal family during the Japanese colonial period. After establishment of the government, the Imperial Estate Act was enacted in 1954 and defined the estate as a historical cultural property managed by the Imperial Estate Administration Office. At this time, imperial estate property that was designated as permanent preservation property was officially recognized as constituting state-owned cultural assets and public goods in accordance with Article 2 of the Act's supplementary provisions during 1963, when the first amendment to the Cultural Property Protection act was implemented. In conclusion, Korea's cultural property formation and cultural property management system were integrated into one unit from two different sources: modern cultural assets acts and the old imperial estate property management system. If the change of modern cultural assets acts was the process of regulating and managing cultural property by transplanting and applying regulations from Japan to colonial Joseon, the management of the imperial estate was a process by which the Japanese colonized the Korean Empire and disposed of the imperial estate. Independence and the establishment of the government of the Republic of Korea provided the opportunity to combine these two different streams into one. Finally, this integration was completed with the establishment of the Protection of Cultural Properties Act in 1962.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

Fundamental Studies on the Development of Axial-Flow Combine(I) -Evaluation of the Design Parameters of Grain-Straw Separator- (축류(軸流) 콤바인의 개발(開發)에 관(關)한 기초(基礎) 연구(硏究)(I) -조선별장치(粗選別裝置)의 설계변수(設計變數)의 평가(評價)-)

  • Lee, S.K.;Kim, S.T.;Choi, K.H.
    • Journal of Biosystems Engineering
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    • v.11 no.2
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    • pp.31-40
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    • 1986
  • Cylindrical and conical types of grain-straw separation equipment which has a stationary crimped sieve drum with rotating inner rotor were constructed. The developed equipments were tested to investigate the characteristics of separating performance under various mechanical conditions and crop conditions. As increase of the inclination of equipment and decrease of pitch of cover vane, the grain recovery was increased while straw rejection was decreased. The grain recovery and overall efficiency were decreased as the rotor speed and feeding velocity were increased for both varieties of rice, moisture contents, and test equipments. Conical prototype equipment performed higher straw rejection, lower grain recovery, and lower power requirement. However, separation performance of conical type equipment was more widely varied with various test conditions compared to cylindrical one. The performance of both equipments showed relatively insensitive to crop feedrate and crop properties, such as variety, moisture content, and grain-to-straw ratio.

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A study on Hangul serious mobile game for Infant based on R. Caillois's theory (로제 카이와(R.Caillois)의 놀이 유형에 근거한 유아용 한글 기능성 모바일 게임 연구)

  • Lee, Sooyeon;Kim, Jaewoong
    • Cartoon and Animation Studies
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    • s.35
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    • pp.291-312
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    • 2014
  • This study is based on the theory of R.Caillois about element of play which is motivated to infant for studying Hangul. The ultimate goal of play has to be accompanied by pleasure. And learning means permanent changes from experiences for the individual's. Play and learning, these two elements are united to the genre of serious game since the GBL (game based learning) was lead. Most importantly, in order to achieve their own Hangul learning is the fun. Coupled with fun and learning has an important issue for flow because concentration is low in infants than adults. In this case study is to know about fun factor has been applied effectively to Hangul serious mobile game. 20 Infant Hangul mobile serious games of Google Android mobile game section were selected as a case study based on more than 10,000 downloads and user's review rate by April 22, 2014. After that is currently available on the market can play a variety of cases of infant learning Hangul from previous research of R.Caillois offers four categories of play. R.Caillois of Agon, Mimicry, Alea, Ilinx have unique characteristics in comparison with its functional characteristics Hangul four are present any role in Hangul serious mobile games. As a result of the cases selected and the rules of the game will include a maximum of two of the most common types of Agon. Each attribute of the play, rather than one single factor is applied to four kinds of game play performance when properties are distributed to experience together gave the best flow. As a result of this study will be a based research for infants Hangul serious mobile game reflects the properties of the elements of a fun game that you want to combine learning.

A Study on the storytelling strategy of Animation Studio using Mythology - Based on the comparative analysis of Disney and Dream Works (신화를 활용한 애니메이션 스튜디오의 스토리텔링 전략 -디즈니<미녀와 야수>와 드림웍스<슈렉>의 비교분석을 중심으로)

  • Lee, Hye-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.25-52
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    • 2017
  • As the expansion of the cultural industry expands, various competitive structures are formed and the methodologies for producing commercial success are being discussed. Among them, Hollywood studios use political relationships and apply ideologies that can produce the best interests. Also, they use a structure that can convey this ideology, which is a mythology. The myth has satisfied the public for a ling time. Campbell suggested that strategies come from the myth, and the ideology emerged as a result of what mythology has to do with existing powers. Disney and Dream Works use the mythology and combine their own values into ideology. Disney and Dream Works choose conflicting ideologies in a different growth background. If Disney is recognized as an educational animation by the ruling class, Dream Works are supported by the public for their actions against Disney. Disney has conservative and patriotic personality, Dream Works is more liberal and progressive. Disney's structure came out first, and Dream Works parodied it. So we can compare Disney and Dream Works with similar myths to create a storytelling structure that embodies ideology. As a result, Disney and Dream Works have been choosing the 9 stages the key of Ideology form the 17 stages of the mythology and reduced them to the introduction, growth and completion. In the first units of the introduction, Disney dealt with the subject of social leaders who sacrificed to the ruling class and Dream Works hinted at the overthrow of the ruling class through the irony. If Disney had deployed colored races in the main characters, Dream Works used a variety of races from the main characters to others. In the second units of growth, Disney organized the process of accepting the value of the ruling class, and Dream Works showed the individual values, not the values of society. In the third units completion, Disney showed the main character who live in the world of the ruling class rebuilded, and Dream Works removed the ruling class and went back to the Individual life. Through the structure of Disney and DreamWorks, we learned how to utilize the mythical structures that transform according to ideologies. The right way to organize works will require the strategic approach to storytelling.

What happens after IT adoption?: Role of habits, confirmation, and computer self-efficacy formed by the experiences of use (정보기술 수용 후 주관적 지각 형성: 사용 경험에서 형성된 습관, 기대일치, 자기효능감의 역할)

  • Kim, Yong-Young;Oh, Sang-Jo;Ahn, Joong-Ho;Jahng, Jung-Joo
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.25-51
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    • 2008
  • Researchers have been continuously interested in the adoption of information technology (IT) since it is of great importance to the information systems success and it is also an important stage to the success. Adoption alone, however, does not ensure information systems success because it does not necessarily lead to achieving organizational or individual objectives. When an organization or an individual decide to adopt certain information technologies, they have objectives to accomplish by using those technologies. Adoption itself is not the ultimate goal. The period after adoption is when users continue to use IT and intended objectives can be accomplished. Therefore, continued IT use in the post-adoption period accounts more for the accomplishment of the objectives and thus information systems success. Previous studies also suggest that continued IT use in the post-adoption period is one of the important factors to improve long-term productivity. Despite the importance there are few empirical studies focusing on the user behavior of continued IT use in the post-adoption period. User behavior in the post-adoption period is different from that in the pre-adoption period. According to the technology acceptance model, which explains well about the IT adoption, users decide to adopt IT assessing the usefulness and the ease of use. After adoption, users are exposed to new experiences and they shape new beliefs different from the thoughts they had before. Users come to make decisions based on their experiences of IT use whether they will continue to use it or not. Most theories about the user behaviors in the pre-adoption period are limited in describing them after adoption since they do not consider user's experiences of using the adopted IT and the beliefs formed by those experiences. Therefore, in this study, we explore user's experiences and beliefs in the post-adoption period and examine how they affect user's intention to continue to use IT. Through deep literature reviews on the construction of subjective beliefs by experiences, we draw three meaningful constructs which theoretically have great impacts on the continued use of IT: perceived habit, confirmation, and computer self-efficacy. Then, we examine the role of the subjective beliefs on the cognitive/affective attitudes and intention to continue to use that IT. We set up a research model and conducted survey research. Since IT use implies interactions among a user, IT, and a task, we carefully selected the sample of users using same/similar IT to perform same/similar tasks, to exclude unwanted influences of other factors than subjective beliefs on the IT use. We also considered that the sample of users were able to make decisions to continue to use IT volitionally or at least quasi-volitionally. For each construct, we used measurement items recognized for reliability and widely used in the previous research. We slightly modified some items proper to the research context and a pilot test was carried out for forty users of a portal service in a university. We performed a full-scale survey after verifying the reliability of the measurement. The results show that the intention to continue to use IT is strongly influenced by cognitive/affective attitudes, perceived habits, and computer self-efficacy. Confirmation affects the intention to continue indirectly through cognitive/affective attitudes. All the constructs representing the subjective beliefs built by the experiences of IT use have direct and/or indirect impacts on the intention of users. The results also show that the attitudes in the post-adoption period are formed, at least partly, by the experiences of IT use and newly shaped beliefs after adoption. The findings suggest that subjective beliefs built by the experiences have deep impacts on the continued use. The results of the study signify that while experiencing IT in the post-adoption period users form new beliefs, attitudes, and intentions which may be different from those of the pre-adoption period. The results of this study partly demonstrate that the beliefs shaped by the behaviors, those are the experiences of IT use, influence users' attitudes and intention. The results also suggest that behaviors (experiences) also change attitudes while attitudes shape behaviors. If we combine the findings of this study with the results of the previous research on IT adoption, we can propose a cycle of IT adoption and use where behavior shapes attitude, the attitude forms new behavior, and that behavior shapes new attitude. Different from the previous research, the study focused on the user experience after IT adoption and empirically demonstrated the strong influence of the subjective beliefs formed in the post-adoption period on the continued use. This partly confirms the differences between attitudes in the pre-adoption and in the post-adoption period. Users continuously change their attitudes and intentions while experiencing (using) IT. Therefore, to make users adopt IT and to make them use IT after adoption is a different problem. To encourage users to use IT after adoption, experiential variables such as perceived habit, confirmation, and computer self-efficacy should be managed properly.

Simulation of Natural Air Layer Drying of Rough Rice (시뮬레이숀에 의한 벼의 상온통풍층건조방법(常温通風層乾燥方法)에 관(關)한 연구(硏究))

  • Park, Jae Bok;Koh, Hak Kyun;Chung, Chang Joo
    • Journal of Biosystems Engineering
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    • v.8 no.1
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    • pp.47-60
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    • 1983
  • 상온통풍(常溫通風)을 이용(利用)한 In-bin drying에 대(對)한 많은 실험결과(實驗結果)에 의(依)하면 우리나라 10월(月)의 기상조건(氣象條件)은 저온건조(低溫乾燥) system에 적합(適合)한 건조능력(乾燥能力)을 가지고 있는 것으로 나타났다. 최근(最近) Computer를 이용(利用)한 Simulation model이 개발(開發)되어 건조현상(乾操現象)에 관(關)한 경제적(經濟的)이고 효율적(效率的)인 분석(分析)이 가능(可能)하게 되었다. 이러한 분석결과(分析結果)에 의(依)하면 초기함수율(初期含水率)이 높은 벼를 Full-bin을 이용(利用)한 상온통풍건조(常溫通風乾操)를 할 경우(境遇) 건조기간(乾燥期間)이 길어지며 bin내(內)의 상층부(上層部) 곡물(穀物)이 변질(變質)되는 문제점(問題點)이 발생(發生)하였다. 또한 벼의 수확작업체계(收穫作業體系)가 관행(慣行) 및 Binder작업체계(作業體系)에서 점차(漸次) Combine작업체계(作業體系)로 전환(轉換)되어감에 따라 포장(圃場)에서의 건조(乾燥)가 어려우며 예취(刈取), 탈곡작업과정(脫穀作業過程)에서의 기계적(機械的)인 곡물(穀物) 손실(損失)을 줄이기 위(爲)하여 함수율(含水率)이 비교적(比較的) 높은 벼를 수확(收穫)하여야 한다. 본(本) 연구(硏究)의 목적(目的)은 상온통풍건조(常溫通風乾燥)에 있어서 건조능력(乾燥能力)을 증가(增加)시키기 위(爲)하여 곡물(穀物)을 일정기간(一定期間) 나누어서 bin에 넣고 건조(乾燥)를 하는 Layer drying의 Simulation model을 개발(開發)하고 이 Model에 수원지방(水原地方)의 7년간(年間) 평균(平均) 기상자료(氣象資料)를 입력(入力)시켜 곡물(穀物)의 초기함수율(初期含水率), 투입량(投入量), 투입기간(投入期間)의 변화(變化)에 따른 Layer drying현상(現象)을 규명(糾明)하는데 있다. Simulation에 사용(使用)된 bin의 크기는 직경(直徑) 2m, 깊이 1.5m이며 송풍(送風)팬의 용량(容量)은 0.5HP이었다. Simulation분석(分析) 결과(結果)를 요약(要約)하면 다음과 같다. (1) Layer drying의 Simulation model을 개발(開發)하였으며 이 Model은 벼의 상온통풍건조(常溫通風乾燥) 실험(實驗)에서 함수량(含水量) 변화(變化)의 이론치(理論値)와 실제실험치(實際實驗値)가 잘 일치(一致)하였다. (2) 곡물투입기간(穀物投入期間) 1일(日)을 Full-bin drying으로 간주(看做)할 때 Layer drying의 건조성능(乾燥性能)은 Full-bin보다 높은 것으로 나타났다. (3) 연속송풍(連續送風)(24시간(時間))을 할 경우(境遇) 곡물투입기간(穀物投入期間)이 증가(增加)함에 따라 건조기간(乾燥期間)의 감소경향(減少傾向)은 단속송풍(斷續送風)인 경우(境遇)보다 적었지만 건조기간(乾燥期間)은 단축(短縮)되었다. 그러나 건조(乾燥)에너지의 소모(消耗)는 단속송풍(斷續送風)일 때보다 크게 나타났다. (4) 단속송풍(斷續送風)(9 : 00AM~6 : 00PM)일 경우(境遇) 곡물투입기간(穀物投入期間)을 증가(增加)시키면 건조기간(乾燥期間)이 크게 줄어 들었다. (5) 곡물(穀物)의 초기함수율(初期含水率)이 21% 이하(以下)일 경우(境遇) 연속(連續) 및 단속송풍(斷續送風)에서 건조기간(乾燥期間)의 차이(差異)가 별로 없었다. (6) 곡물(穀物)의 초기함수율(初期含水率)이 높으면 Full-bin drying에서는 상부층(上部層)에 곡물(穀物)이 변질(變質)될 우려(憂慮)가 있으나 Layer drying에서는 곡물투입량(穀物投入量)을 조절(調節)하면 이것을 방지(防止)할 수 있었다. (7) 건조(乾燥)가 완료(完了)된 후(後) 층별(層別) 최종곡물(最終穀物) 함수율(含水率)은 모든 건조조건(乾燥條件)에서 동일(同一)하였으나 bin의 하부층(下部層)은 과건조(過乾燥) 물상(物象)을 일으켰다.

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Composition in Milling Recovery Ratio of Rice Cultivars, Ilpumbyeo and Chucheongbyeo (일품벼와 추청벼의 도정률 차이의 작물학적 요인분석)

  • Kim, Deog-Su;Kim, Sun-Lim;Song, Jin;Hur, On-Suk;Kim, Jung-Tae;Lee, Choon-Ki;Kim, Jae-Hyun;Kim, Kee-Jong;Suh, Sae-Jung
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.53 no.3
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    • pp.308-313
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    • 2008
  • This study was carried out to analysis the factor effected by milling rice rate, and to provide the developing rice varieties and cultivation technology. Panicle numbers per spike of Ilpumbyeo and Chucheongbyeo were 105 and 70, respectively. The primary branch panicle rate was Ilpumbyeo 56.2% and Chucheongbyeo 61.4%. The secondary panicle rate of Ilpumbyeo and Chucheongbyeo was 43.3% and 37.9%, respectively. Grain filling rate using specific gravity showed that Ilpumbyeo was the lower filling rate than Chucheongbyeo. Hull weight per one grain was Ilpumbyeo 41.9 mg and Chucheongbyeo 3.92 mg, and hull weight per rough rice 1 kg was Ilpumbyeo 157.36 g and Chucheongbyeo 151.31 g. In milling rate, brown rice ratio by ripening degree of llpumbyeo and Chucheongbyeo with combine harvest was 81.22% and 82.52%. Milled/brown rice ration of llpumbyeo and Chucheongbyeo showed 92.14% and 92.51%. The milling recovery ratio of llpumbyeo was decreased 1.67% then Chucheongbyeo, and the difference was mainly due to the hull weight (0.61%), milled/brown rice ratio (0.37%) and ripening degree (0.69%). Although the varietal differences were found in hull weight and millied/brown rice ratio between llpumbyeo and Chucheongbyeo, the ripening degree was considered as the factor that could be reduced by cultivation technology and post-harvest management.