Kim, Sang Ho;Kim, Sun Ah;Shin, Jong Kyu;Ahn, Jeong Yoon
Journal of the Ergonomics Society of Korea
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v.35
no.6
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pp.535-550
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2016
Objective: To enhance user experience of the product by using "wow" materials and parts, a framework for participatory emotional design and evaluation was proposed and validated through a case study in this paper. Background: Customers in recent days value a product which provides new feeling and images they want to get while interacting with it beyond its function, quality, and usability. Since the product consists of various parts and materials, "wow" materials and parts which can affect the customer's feeling and emotions are the essential components for changing the user experience. Method: A framework for participatory and human sensibility ergonomic design was considered and applied on developing the aesthetically and emotionally affecting glass panels of changing colors. Design experts defined a target market for this multicolor glass panels and modified the existing designing goal. Constraints for this design modification were identified by market trend research and consulting with the company which owns the technology for checking out its feasibility. The company developed and provided prototype samples as well as their competing materials. Quantitative and qualitative evaluation of the emotional quality was conducted to validate whether the design goal was achieved successfully. Results: The target market for the developing materials was defined as finishing for the buildings. The designing goal was set as to feed new visual sensation of clean and colorful images. The emotional quality of two different types of multicolor glass panels and an ordinary unicolor panel were evaluated quantitatively with semantic differential method. Results showed that the emotion of the subjects for the multicolor glass panels can be abstracted into two dimensions; named 'colorfulness' and 'harmony'. It was found that the developed samples got higher scores in emotional quality for both dimensions compared to the ordinary one. Age was found to be a significant factor for evaluating the emotional quality of colorfulness. Conclusion and Applications: The proposed framework is a valid approach for enhancing the user experience of the product by participatory design of emotional materials and parts. This framework can be applied easily on the emotional design and evaluation of different materials and components.
This study aims to understand the conditions for using logistics outsourcing of Korean enterprises, present existing problems, examine factors affecting utility, and analyze the pattern of logistics outsourcing based on contract term, and to ultimately contribute to enhancing competitiveness of logistics enterprises. Through the literature survey 8 factors were identified as three broad factors of corporate strategy, corporate characteristics, and environment. Factor analysis was conducted on the bases of 155 collected data among 400 distributions for 2 months from April to May in 2008. From the result of analysis, the implication and finding can be summarized into three aspects. Firstly, Korean companies value factors relative to corporate strategies as motivating factors for logistics outsourcing. Secondly, Korean companies consider logistics outsourcing depending on how to handle customers' demands and the severity of competition. Thirdly, it was found that product and organization characteristics are perceived as more important when contract term with logistics business is longer. The implications can be observed into two aspects. Firstly once the logistics outsourcing between manufacturers and logistics companies are determined, it was verified that mutual agreement, particular contracts and periodic communications can increase the outcome. Secondly the logistics outsourcing appeared to be different depending on the level of entering to foreign market and resulted in higher performance as well.
We proposed a marketing plan for the performing arts venue using realistic contents(VR, AR, and MR). The venue is a place where the audience can experience the performance directly. The marketing plan of the performance venue is as follows. Firstly, it is a marketing strategy that utilizes an arrangement of venue seats. It is possible to predict for watching a performance at angle and sight in performance venue seats that audience want through VR. This allows the theatre seats to be experienced in advance with the VR contents inducing the reservation of the seats with a high sense of immersion. Secondly, it is a marketing using PR and AD of performing arts through MR in the space with a large transient population. It is possible to promote dynamic promotion utilizing the sense of the presence of performing arts compared with existing static promotion means. Thirdly, it is a marketing strategy that utilizes actor characters in performance. The audience could be interested in the performing arts in advance via a preview of the AR contents of the pamphlet. Fourthly, it is a way to communicate with customers directly by establishing a VR social network to manage venue members. This will help attract an audience to revitalize the theatre venue.
It becomes common thing that many customers buy the goods through the online shopping mall as internet grows very fast. The information cascades that happen when a person imitates the other's acts also it occurs in online. Many people buy the goods referring on other people's purchasing experiences and such cases are spreading more and more. Through numerous existing researches, the researches in association with this issue have been studied on the information cascades effect on offline or online separately. The research of comparing the information cascades effects from the offline word of mouth (WOM) and the online review has not studied yet. On that reason this study shows that the online review induces the information cascades. We also compared the effects with information cascades effects from traditional offline word of mouth. In result of this study, the following points have been concluded. Firstly, we examined that information cascades was occurred through both the online review and offline word of mouth. Secondly, the information cascades effect through the online review is greater than through the offline words of mouth. It means the company has to understand the importance of the online review and manage it. Thirdly, the information cascades effects are occurred differently in accordance with the goods brands. Therefore a company has to know whether its products is superior to the competitor's one or not.
It is said that customers buy not products but brands embedded in their mind, so that they are used as a key tool of strong marketing strategy. The present paper is a study on service brand equity, on which much research has not been conducted. The purpose of the present study is to propose the way to manage service brand equity which is essential to gaining competitive superiority by examining the effect of the factors of marketing communication on it. The researcher presented a research model by inquiring into existing researches on marketing communication and service brand equity and set up a research hypothesis. Internet service was chosen as the subject of the study. The reason for this is that it is the most intangible and there is no difference in price and quality, so that it is actively being marketed. The present positive study verified the relation between the factors of marketing communication such as advertising, public relations, sales promotion, and word-of-mouth advertising and brand recognition, brand image, and brand loyalty. The results of the positive study are as follows. Advertising, sales promotion and word-of-mouth advertising had an effect on brand recognition. Public relations, sales promotion and word-of-mouth advertising had an effect on brand image. Brand image and brand recognition affected brand loyalty.
Kim, Nan-Hee;Min, Kyoung-Woo;Cho, Gwang-Woon;Seo, Dong-Ju;Im, Kyeong-Hun;Jeung, Won-Sam;Cho, Young-Gwan;Yang, Jin-Seok
Journal of Korean Society of Occupational and Environmental Hygiene
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v.27
no.1
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pp.59-69
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2017
Objectives: The objective of this study is to evaluate the exposure of VOCs and effects of the chemicals on the nail technicians whose works in a nail shop. Methods: For four month from May to August in 2016, we measured twenty-two kinds of VOCs in ten nail shops and carried out health examinations on thirty-four workers in there. Results: The TVOC concentration in indoor air of nail shops is $0.487mg/m^3$ at a minimum and $33.236mg/m^3$ at a maximum where it consists of 70.5% of Ketones, 25.4% of Alcohols, 2.6% of Esters, 0.8% of Aldehydes and 0.7% of Aromatics. The VOCs concentration during nail art works shows an increase in average ratio 1.8 compared to the concentration of indoor air quality and also the concentration of Isopropanol rose with 3.2 of the highest ratio. The results of Spearman correlation between TVOC concentration in indoor air and environmental factor was like that has significance level of correlation(${\rho}$<0.05, r=0.682) in case of number of customers per day, but the other factors were not meaningful in correlation. Correlation between VOCs and medical check-up items was like that has positive significance level(${\rho}$<0.01, r=0.638) between isopropanol and GPT, but the others have not meaningful. The exposure level of VOCs was not exceed the criteria exposure level 1 of working environment measuring method which announced by labor ministry in all ten nail shop indoor air quality. Conclusions: In this study although it was not significant correlation between harmful substances and medical check-up items in the nail shop indoor air quality, it is necessary to do more ventilation and to install exhaust facilities because of existing high VOCs concentration in the nail shop indoor air.
The recommendation system automatically provides the predicted items which are expected to be purchased by analyzing the previous customer behaviors. This recommendation system has been applied to many e-commerce businesses, and it is generating positive effects on user convenience as well as the company's revenue. However, there are several limitations of the existing recommendation systems. They do not reflect specific criteria for evaluating products or the factors that affect customer buying decisions. Thus, our research proposes a collaborative recommendation model algorithm that utilizes each customer's online product reviews. This study deploys topic modeling method for customer opinion mining. Also, it adopts a kernel-based machine learning concept by selecting kernels explaining individual similarities in accordance with customers' purchase history and online reviews. Our study further applies a multiple kernel learning algorithm to integrate the kernelsinto a combined model for predicting the product ratings, and it verifies its validity with a data set (including purchased item, product rating, and online review) of BestBuy, an online consumer electronics store. This study theoretically implicates by suggesting a new method for the online recommendation system, i.e., a collaborative recommendation method using topic modeling and kernel-based learning.
The eye tracking system designed in this paper is an eye-based computer input device designed to give an easy access for those who are uncomfortable with Lou Gehrig's or various muscle-related diseases. It is an eye-based-computer-using device for users whose potential demand alone amounts to 30,000. Combining the number of Lou Gehrig's patients in Korea estimated at around 1,700, and those who are unable to move their bodies due to various accidents or diseases. Because these eye input devices are intended for a small group of users, many types of commercial devices are available on the market. It is making them more expensive and difficult to use for these potential users, less accessible. For this reason, each individual's economic situation and individual experience with smart devices are slightly different. Therefore, making it difficult to access them in terms of cost or usability to use a commercial eye tracking system. Accordingly, attempts to improve accessibility to IT devices through low-cost but easy-to-use technologies are essential. Thus, this paper proposes a complementary superior performance eye tracking system that can be conveniently used by far more people and patients by improving the deficiencies of the existing system. Through voluntary VoCs(Voice of Customers) of users who have used different kinds of eye tracking systems that satisfies it through various usability tests, and we propose a reduced system that the amount of calculation to 1/15th, and eye-gaze tracking error rate to 0.5~1 degree under.
Journal of Korea Entertainment Industry Association
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v.14
no.3
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pp.15-26
/
2020
This study examined the effects of a social tourism information platform on platform users' experiential value and e-loyalty and performed an empirical analysis with the aim to propose methods and implications regarding what strategies can enable practical application for sustainable growth in the operation of a social tourism information platform in the future tourism industry. The results of the analysis are as follows. First, the analysis supported the hypothesis that sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on experiential value. Second, the analysis did not support the hypothesis that the sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on e-loyalty. Third, the analysis supported the hypothesis that experiential value has a statistically significant positive effect on e-loyalty. Consequently, tourism companies should improve customers' experiential value by supplementing their existing platforms, considering the interactivity, information reliability, and usefulness of users based on these characteristics of social tourism information platforms. To increase e-loyalty to their social tourism information platforms, tourism companies should clearly and rapidly provide the information needed by users in addition to improving the visual design of such platforms. Moreover, to increase e-loyalty, the companies can incorporate their own killer content into platforms for users to have an enjoyable time, using platforms that stimulate their interest and give pleasure and fun, and this way, they can satisfy the users' needs for experiential value.
With the growth of the packaging industry, demand on the packaging printing comes in various forms. Customers' orders are diversifying and the standards for quality are increasing. Offset printing is mainly used in the packaging printing since it is easy to print in large quantities. However, productivity of the offset printing decreases when printing various order. This is because it takes time to change colors for each printing unit. Therefore, scheduling that minimizes the color replacement time and shortens the overall makespan is required. By the existing manual method based on workers' experience or intuition, scheduling results may vary for workers and this uncertainty increase the production cost. In this study, we propose an automated scheduling method of parallel offset printing process for packaging printing. We decompose the original problem into assigning and sequencing orders, and ink arrangement for printing problems. Vehicle routing problem and assignment problem are applied to each part. Mixed integer programming is used to model the problem mathematically. But it needs a lot of computational time to solve as the size of the problem grows. So guided local search algorithm is used to solve the problem. Through actual data experiments, we reviewed our method's applicability and role in the field.
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