• Title/Summary/Keyword: Make or Buy

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An analysis on the purchase behavior of environment-friendly fruits: grape and mandarin (친환경 과일의 구입 행위 분석: 포도와 감귤을 대상으로)

  • Kim, Sounghun;Sohn, Chang-Soo;Lee, Ki-Young
    • Korean Journal of Agricultural Science
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    • v.42 no.4
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    • pp.455-460
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    • 2015
  • Even though many Korean consumers have bought environment-friendly fruits, including grapes and mandarins, farmers and suppliers still have little information about how they make a decision for the actual purchase in the real markets. Without the suitable information of purchase behavior of environment-friendly fruits, farmers and suppliers cannot set up the efficient marketing strategy which can create the better agricultural products for Korean consumers. The purpose of this paper is to analyze the consumers' purchase behavior of environment-friendly fruits in Korea. Especially, this study was focused on the grapes and mandarins, through the survey research and the frequency analysis. The results of study in this paper present a few findings useful as follows: First, Korean consumers have the strong concern of environment-friendly agricultural products, including fruits. Second, consumers usually buy environment-friendly fruits by two times per month. Third, consumers generally concern taste, freshness, and food-safety, when they buy environment-friendly grape or mandarin.

Survey of Consumer Awareness and Attitudes about Food Biotechnology in Korea (유전자재조합식품의 안전성과 표시에 대한 인식도 조사)

  • 김명희;안정미;박세원;김연순;경규황
    • Journal of Food Hygiene and Safety
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    • v.16 no.2
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    • pp.152-158
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    • 2001
  • A survey of consumers'awareness and attitudes about food biotechnology was conducted during May through August of 2001 with a random sample of 750 Korean consumers. More than 70% of the respondents was exposed to some informations related to genetically modified (GM) foods. The greatest benefit of the development of GM foods was thought to be the remedy for the food shortage in the future. More than 90% of Korean consumers wanted GM foods labeled. About 20% of the respondents would buy GM foods voluntarily, whereas over 50% would not until they found out more. More consumers responded that they would not buy herbicide-tolerant GM soybean but buy vitamin-enriched GM soybean. It seemed to be that many Korean consumers do not make decisions of acceptance or rejection of GM floods not on the basis of biotechnology but on the basis of the word(s) used to describe the products, such as herbicide and vitamin. Only 4% of Korean consumers responded that GM foods were the greatest safety-threatening factor of Korean foods and that the most interested information on food labels was whether the food was produced by biotechnology.

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A Relationship between Security Engineering and Security Evaluation

  • Kim, Tai-Hoon
    • Convergence Security Journal
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    • v.4 no.2
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    • pp.71-75
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    • 2004
  • The Common Criteria (CC) philosophy is to provide assurance based upon an evaluation of the IT product or system that is to be trusted. Evaluation has been the traditional means of providing assurance. It is essential that not only the customer' srequirements for software functionality should be satisfied but also the security requirements imposed on the software development should be effectively analyzed and implemented in contributing to the security objectives of customer's requirements. Unless suitable requirements are established at the start of the software development process, the re suiting end product, however well engineered, may not meet the objectives of its anticipated consumers. By the security evaluation, customer can sure about the quality of the products or sys tems they will buy and operate. In this paper, we propose a selection guide for If products by show ing relationship between security engineering and security evaluation and make help user and customer select appropriate products or system.

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A Relationship between Security Engineering and Security Evaluation

  • Tai-hoon, Kim
    • Proceedings of the Korea Information Assurance Society Conference
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    • 2004.05a
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    • pp.141-144
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    • 2004
  • The Common Criteria (CC) philosophy is to provide assurance based upon an evaluation of the IT product or system that is to be trusted. Evaluation has been the traditional means of providing assurance. It is essential that not only the customer' srequirements for software functionality should be satisfied but also the security requirements imposed on the software development should be effectively analyzed and implemented in contributing to the security objectives of customer's requirements. Unless suitable requirements are established at the start of the software development process, the resulting end product, however well engineered, may not meet the objectives of its anticipated consumers. By the security evaluation, customer can sure about the quality of the products or systems they will buy and operate. In this paper, we propose a selection guide for If products by showing relationship between security engineering and security evaluation and make help user and customer select appropriate products or system.

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A Study of Effective game designing processes (효과적인 게임 기획 프로세스 방안 연구)

  • Jeon, Joon Hyun;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.35-44
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    • 2016
  • The progress of the game engine make us easier to develop a game product and it is possible for one man to make a game. This means that if you have ideas about game, you can make a game as you thought only if you know how to design a game. Because the game designing is not the field that may not be used like tools and could not buy like graphical data. This study, based on the practice, presented to the understanding and guidance for people who want to know about game designing such as no experienced person and starting new game design. These contributions are supported by a detailed exploration of common understandings of game design methods so that I expect to help designing or managing the project.

Welfare Impacts of Behavior-Based Price Discrimination with Asymmetric Firms

  • Chung, Hoe-Sang
    • Asia-Pacific Journal of Business
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    • v.11 no.1
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    • pp.17-26
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    • 2020
  • Purpose - This paper studies the welfare impacts of behavior-based price discrimination (BBPD) when firms are asymmetric in quality improvement costs. Design/methodology/approach - To this end, we consider a differentiated duopoly model with an inherited market share, where firms first make quality decisions and then compete in prices according to the pricing scheme, namely, uniform pricing or BBPD. Findings - We show that BBPD increases social welfare relative to uniform pricing if the firms' cost gap is large enough. This is because BBPD induces more consumers to buy a high-quality product than under uniform pricing, and because a low-cost firm's profit loss from BBPD decreases as the cost difference increases. Research implications or Originality - Our analysis offers policy implications for markets where BBPD raises antitrust concerns, and quality competition prevails.

Effects of Egonomy Tendency on Their Self-makeup and Appearance Management Behavior of University Women in Jeonbuk Province (전북 지역 여대생의 에고노미 성향이 셀프 메이크업 및 외모관리 행동에 미치는 영향)

  • Park, Hyo-Won;Kim, Yong-Sook
    • The Research Journal of the Costume Culture
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    • v.19 no.6
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    • pp.1372-1384
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    • 2011
  • The purpose of this study was to identify egonomy tendency on their self-makeup and appearance management behavior of university women in Jeonbuk province. A self-administered questionnaire was used for data collection. Frequency analyses, reliability analyses, cross-tabulations and multiple regression analyses were used. Factors of university women's egonomy tendency were individuality, value, luxury good, style, design, appearance, and economic feasibility. University women were classified into the egonomy retarde group(G1), the value pursuing group(G2), the economic feasibility pursuing group(G3), and the highly egonomy pursuing group(G4). G1 were indifferent to their makeup methods and appearance management, had the least experience in buying recommended cosmetics or idea cosmetics. G2 invested time and efforts in makeup and managed their appearance with cosmetics or folk remedies, had less experience in buying artist brand cosmetics. G3 performed makeup frequently, were not much interested in appearances while showing the most frequent appearance management behaviors using cosmetics of folk remedies, and spent small amount of money to buy cosmetics. G4 showed high frequencies of all factors of self-makeup and appearance management behaviors, had the most experience in buying artist brand cosmetics and spent much amounts of money to buy cosmetics. Self-makeup behavior was affected by their tendencies to pursue individuality, values, appearance and appearance management behavior was affected by their tendencies to pursue luxury goods, appearance, and economic feasibility.

An Ethnographic Study on Cyber-Delinquency among Adolescents (게임방 청소년의 사이버일탈 과정에 관한 문화기술적 연구)

  • Sung, Yun Sook;Lee, So Hee
    • Korean Journal of Child Studies
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    • v.24 no.3
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    • pp.109-134
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    • 2003
  • Playing online games is popular among adolescents and may contribute to such social issues as game addiction and cyber-delinquency. The present study conducted an ethnographic analysis that addressed basic descriptive questions around the social significance of online games. The main findings were that peer pressure plays an important role; that is, adolescents play the games to fulfill their need to occupy higher levels of cyber-status among game players and build special relationships. They like to make money and buy what they want with money earned from game item deals. Game scenarios and mechanisms play an important role in game addiction. Adolescents sometimes exhibit social delinquency in cyberspace or the real world. Thus, adolescents' needs, game addiction and cyber-delinquency are intertwined.

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A Study on Cosmetic Purchasing Behaviors among Female College Students in Cheongju Area (청주지역 여대생의 화장품 구매행동에 관한 연구)

  • Lee, Hee-Sook
    • Korean Journal of Human Ecology
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    • v.5 no.1
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    • pp.33-42
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    • 1996
  • The purpose of this study is to investigate cosmetic purchasing behaviors among female college students in Cheongju area. Three-hundred female college students who were attending universities in Cheongju area were selected. Questionnaire survey method and SPSS computer program were utilized. The findings of this study were as follow: First, 8.5% of monthly disposible money was spent for cosmetic and this amount of cosmetic expenditure was a little burden to female college students. Second, most female college students began to make up from freshmen or sophomore. And they were making up for self-satisfaction rather than showing off. Third, the purchasing behaviors of female college students were most affected by TV advertisements. Fourth, female college students thought that cosmetic is a necessity rather than luxury for them. And they were considering quality when they buy cosmetic first and price second. Fifth, female college students showed that rather low level of impulse purchasing behaviors.

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Soundscape Study In Bus Stations (버스터미널의 사운드 스케이프)

  • 박현구;송혁전;송민정
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2004.05a
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    • pp.1013-1013
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    • 2004
  • Soundscape design is applied for the purpose of expressing the characteristics of places, by supplying suitable background sound for various places expressing their identity. Bus stations are a place for aggregating people using transportation. That is, people go into a station, buy a ticket, and wait for departure or for other passengers. Therefore, they need to create a more comfortable sound environment. This study aims to make bus stations a comfortable place acoustically for users. In this study, analysis on behavior at various locations in the space was performed. Measurements were taken on the approaching path, waiting place, departure and arrival platforms for sound levels and frequency characteristics. In addition, on acoustic specialists evaluation, using questionnaires, was also performed ambient noise, information broadcasting and users dialogue.

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