Since circulation market whole surface opening, traditional market is real condition that is looked away more gradually to consumer as reasons of international retail firms and domestic enterprise firms to enter distribution industry, internet mail order rapid increase by information-oriented society, the pursuit of upgradation and normalization by elevation of income level and consumption pattern change that consideration convenience with young consumers as the central figure. Therefore, the purpose of this study is to analyze stagnation cause of traditional market and problem within a change of new distribution environment, and to develop new approaches for dealing with domestic traditional market relationship prompting competition through activation example analysis of foreign traditional market and domestic traditional market. The result of the study indicated that there are a lot of cases that are begun by a few's merchant with leadership that has been will which is strong in activation in beginning in market's occasion that succeed in activation. In particular, software side such as operational efficiency or marketing expertise strengthening of management is that effect is high relatively than hardware side market activation. Also essential to the settlement of credit transactions using credit cards is important for expanding the effort, for the expansion of credit card merchant credit card advantage and raise awareness among traders about the expected effects is needed. Though these study finding submits plan that create market ecosystem so that many consumers may become place that could visit naturally and create pleasure and convenience, and time, monetary, psychological value of shopping to traditional market, there is sense.
The Journal of the Convergence on Culture Technology
/
v.9
no.4
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pp.727-737
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2023
This study aimed to provide basic data for the design and R&D of golf wear intended for 64 people in their 40s, 50s, and 60s by identifying the needs for golfers through a survey of golf wear purchasing conditions and preferences. The findings shows that purchases are made at permanent discount stores, and information about products are discovered through TV and Internet advertisements. Golf wear is purchased once or twice a year, with annual expenditures ranging from KRW 500,000 to less than 1 million, with single purchases ranging from KRW 200,000 to less than 500,000. When purchasing golf wear, design was considered first, with women preferring white garment, while men preferred black and gray ones. Men tended to prefer a PK collar button fastening style, while women preferred a knit style with a round neckline. Women preferred semi-fitted and fitted styles, while men preferred semi-fitted and loose-fitting styles, showing significant differences. When considering the production of golf wear, the younger the age of the consumer, the more the results indicated that the design needed to look younger, so it is the necessary to design golf wear that reflects the functional need of golfer while prioritizing designs for various ages.
The Journal of the Convergence on Culture Technology
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v.9
no.2
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pp.215-220
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2023
Network technology used as a physical interface to retrieve, store, and exchange data is leading the era of data capitalism in the 21st century. The capacity of network technology dominates almost all communication in everyday life, and makes social understanding and experiences in the physical world visible in cyberspace. The movements of human bodies and objects in cyberspace are placed in a social context. This paper paid attention to these phenomena and examined the cases of activism that raised real problems through cyberspace. In particular, the focus of the study is the digital activism of the Electronic Disturbance Theater, which combines critical art and thinking for democracy with the realm of information and demonstrates aesthetic imagination. The first chapter of the main body briefly outlines the meaning activism as a social movement in cyberspace. The second chapter looks back on the alternatives of <FloodNet>, which represents the early activism performance of EDT. And then in the last chapter, the poetic significance of the <Transborder Immigrant Tool> is analyzed. Through this process, this paper demonstrates that the activism performance of the EDT is a critical aesthetics that encourages imagination for alternatives. It also argues that Electronic Disturbance Theater has contemporary value as an avant-garde art that actively utilizes the medium of network technology and integrates performance art and politics.
The Journal of the Convergence on Culture Technology
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v.9
no.3
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pp.825-834
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2023
The demands of people who purchase fashion products on Internet shopping are gradually increasing, and attempts are being made to provide user-friendly images with 3D contents and web 3D software instead of pictures and videos of products provided. As a reason for this issue, which has emerged as the most important aspect in the fashion web shopping industry, complaints that the product is different when the product is received and the image at the time of purchase has been heightened. As a way to solve this problem, various image processing technologies have been introduced, but there is a limit to the quality of 2D images. In this study, we proposed an automatic conversion technology that converts 2D images into 3D and grafts them to web 3D technology that allows customers to identify products in various locations and reduces the cost and calculation time required for conversion. We developed a system that shoots a mannequin by placing it on a rotating turntable using only 8 cameras. In order to extract only the clothing part from the image taken by this system, markers are removed using U-net, and an algorithm that extracts only the clothing area by identifying the color feature information of the background area and mannequin area is proposed. Using this algorithm, the time taken to extract only the clothes area after taking an image is 2.25 seconds per image, and it takes a total of 144 seconds (2 minutes and 4 seconds) when taking 64 images of one piece of clothing. It can extract 3D objects with very good performance compared to the system.
Crowd funding is also called social funding because of SNS that it helps early start-up founder and makers to raise money for idea product production. Recently, the funding platform has recorded high growth rates. As a result, the government in Korea has introduced various support policies for the crowd funding. The purpose of this study is to develop a diagnostic design guideline for product design oriented makers based on the historical situation. The paper writer applied literature survey and expert interview as research methods. The literature survey focused on internet news and previous research studies. The expert interview was conducted for 10 specialist people and divided for the second time. As a result of the text survey, the current guideline was lacking in design and in detail. Researchers have been informed through previous paper that information transfer text and images are important factors for funding success. In the first interview with seven special participants, we made a draft design guideline for social funding with a two-step process and nine themes. We, research and three professional people having a evaluation experience, conducted verification and supplementation for establishing the design guider with a three-step process and eight themes in the next interview. The design guideline for crowd funding, it can be used by money funding manager apart from design makers. Through the results of this paper, researchers are expected to prevent problems and contribute to healthy crowd funding ecosystem development.
Journal of Korea Entertainment Industry Association
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v.13
no.5
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pp.25-36
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2019
The purpose of this study was to investigate the effect of fast food intake, choice, and satisfaction on age among 311 people living in the metropolitan area. The frequency of fast food intake was high in the 20s and 30s, and those in the 40s and over 50s were low, showing a significant difference according to age. Costs for fast food purchases mainly ranged from 5,000 won to 7,000 won. Major sources of information on choosing fast food were mainly from friends and the internet in 20s, and mass media from over 30s. Thirty-nine percent of subjects responded that their dietary habits changed after fast food intake, and the most changes was to like spicy food, followed by eating-out times increased. The factors affecting the choice of fast food were mainly easy to eat, followed by time was not influenced and taste, and taste showed significant difference according to age. Among the subjects who were worried about fast food, 30s showed mainly increase in body weight and over 50s had health problem, and a significant difference was observed according to age. For the improvements in fast food intake, subjects answered in nutrition, hygiene and price in order. Fast food brands, services, menus were the most satisfied in 30s, and 40s were the most unsatisfied, and there was a significant difference. In conclusion, the frequency of fast food intake was higher in young people, and the choice of fast food and satisfaction appeared to be significantly influenced by age. Therefore, data are required to recognize and practice a balanced diet by activating studies on the fast food intake of middle-aged and elderly people and understanding consumer changes.
The purpose of this study is to analyze quantitatively and qualitatively the effects of the increase in online shopping and its effects on real-world commercial outlets. The empirical analysis of this study is based on the results of "Census on Establishments" and "Online Shopping Survey" that cover 15 years, from 2002 to 2016. According to the results of this study, the increase in the number of online transactions affects the decrease in the number of stores in the real-world retail sector. However, non-specialized large stores and chain convenience stores showed an increase in the number of stores. In addition, the number of F&B stores increased the most in line with the increase in online transactions. This is because the increase in online transactions and in internet users led to the use of more delivery applications and the introduction of popular places on blogs or through social media. Street-level rents for medium and large-sized locations increased. In other words, it is seen that the demand for differentiated real-world stores that provide a good user experience increases, even though online transactions also increase. These results suggest that real-world stores should provide good user experiences in their physical locations with a certain size and assortment of goods.
The Journal of the Convergence on Culture Technology
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v.9
no.5
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pp.343-348
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2023
This study attempted to verify and examine the effect of screen golf course service quality on reuse. A total of 300 copies were distributed, and a total of 247 copies were used for analysis, excluding 53 questionnaires with poor responses or many missing questions. Based on these results, the following implications were derived. First, screen golf course users were mainly used by friends, acquaintances, and social groups, and information was obtained through human and Internet, and empathy and reliability among service quality affected the reuse of screen golf courses. When users experience high-quality services, they have high satisfaction and high service quality, and they can increase the probability of forming loyalty and recommending and promoting them to people around them. However, experiencing poor quality services can disappoint customers and leave negative comments on people around them, which reduces the likelihood of reuse. Therefore, in order to increase the reuse of golf courses, quality management, customer opinions and feedback must be accepted, and problems must be dealt with quickly to improve the quality of services and provide services that satisfy customers. Second, although the types, responsiveness, and certainty of sub-factors of screen golf course service quality were not significant in this study, management strategies should be used to increase survival in the highly competitive screen golf industry and reuse them by providing differentiated services.
Jin, Jung Ha;Park, SangSeon;Kim, Jun Tae;Han, Keunhee
KIPS Transactions on Computer and Communication Systems
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v.11
no.6
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pp.193-204
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2022
In a smart factory environment in a small and medium-sized enterprise (SME) environment, sensors and actuators operating on actual manufacturing lines, programmable logic controllers (PLCs) to manage them, human-machine interface (HMI) to control and manage such PLCs, and consists of operational technology server to manage PLCs and HMI again. PLC and HMI, which are in charge of control automation, perform direct connection with OT servers, application systems for factory operation, robots for on-site automation, and production facilities, so the development of security technology in a smart factory environment is demanded. However, smart factories in the SME environment are often composed of systems that used to operate in closed environments in the past, so there exist a vulnerable part to security in the current environment where they operate in conjunction with the outside through the Internet. In order to achieve the internalization of smart factory security in this SME environment, it is necessary to establish a process according to the IEC 62443-4-1 Secure Product Development Life cycle at the stage of smart factory SW and HW development. In addition, it is necessary to introduce a suitable development methodology that considers IEC 62443-4-2 Component security requirements and IEC 62443-3 System security requirements. Therefore, this paper proposes an application plan for the IEC 62443 based development security process to provide security internalization to smart factories in an SME environment.
This study examines Korean representation of the biotechnology and psychological factors which can influence lay people's perception and attitude about biotechnology. Korean college students(N=433) and lay adults(N=90) whom had college education participated in the study. Participants of the study 1 were asked to list words which comes to mind when associate with the biotechnology in broad sense, and several specific applications in health, medicines, agriculture and research. Participants of the study 2 were asked to list possible benefits and costs of biotechnology and their specific applications. In study 3, Participants responded the questionnaires about perceptions and attitudes of biotechnology. Korean people associated the biotechnology with its costs or risks and benefits. Korean college students mainly got the informations of the biotechnology from TV, newspapers, or internet. They trusted the scientist group and NGO group on their judgements about the assessment of risk and benefit of the biotechnology. College students showed the positive attitude with the applications in medicines and negative attitude with the applications in agriculture and public using of individual's genetic information. The radicalism, sensitivity in behavioral activation system, and trust/cynicism were to be found as a significant influencing factor for interest/knowledge and behavioral intention in related with biotechnology. Finally, more extensive knowledge of biotechnology did not lead to greater acceptance of it.
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