Display technology has recently made enormous progress. In particular, display companies are competing each other to develop flexible display. Curved display, as a precursor of flexible display, are now used for smart phones and TVs. Curved monitors have been just introduced in the market, and are used for office work or entertainment. The aim of the current study was to investigate whether the curvature of a 42" multi-monitor affects postural control when it is used for entertainment purpose. The current study used two curvature levels (flat and 600mm). Ten college students [mean(SD) age = 20.9 (1.5)] with at least 20/25 visual acuity, and without color blindness and musculoskeletal disorders participated in this study. In a typical VDT environment, each participant played a car racing video game using a steering wheel and pedals for 30 minutes at each curvature level. During the video game, a pressure mat on the seat pan measured the participant's COP (Center of Pressure), and from which four measures (Mean Velocity, Median Power Frequency, Root-Mean-Square Distance, and 95% Confidence Ellipse Area) were derived. A larger AP (Anterior-Posterior) RMS distance was observed in the flat condition, indicating more forward-backward upper body movements. It can be partly due to more variability in visual distance across display, and hence longer ocular accommodation time in the case of the flat display. In addition, a different level of presence or attention between two curvature conditions can lead to such a difference. Any potential effect of such a behavioral change by display curvature on musculoskeletal disorders should be further investigated.
Purpose - Recently, many theoretical researches suggested that arts-based marketing strategies provide many benefits for marketers to differentiate their brand or product from others. However, there has been little research focusing on consumers' response types from artwork (artifact-emotion appraisal; A-emotion vs. represented world-emotion appraisal; R-emotion). In order to deepen our understanding of arts-based marketing strategies, we addressed a research question related to how artwork-provoked consumers' emotional response can impact the perceived evaluation of art infused products. Research design, data, and methodology - To answer the research question, we conducted a pretest and one experimental study. The experimental study was 2(art-provoked response type: A-emotion vs. R-emotion) by 2(emotional valence: positive vs. negative) by 2(produce type: hedonic vs. utilitarian) mixed design. The art-provoked response type and emotional valence were between-subject design and product type was within subject design. For the experimental study, 108 undergraduate students and graduate students were randomly assigned to one of 4 conditions (A-emotion-positive, A-emotion-negative, R-emotion-positive, R-emotion-negative). Participants reported their evaluation of art-infused product and other items for a manipulation check. Results - The major results from the experimental study are as follow. First, participant's art-provoked response type influenced evaluation of art infused products differently. More specifically, the effect of emotional valence of artwork on product evaluation was not significant in A-emotion. However, in R-emotion, relative to the product with artwork provoked negative emotional valence, the product with artwork provoked positive emotional valence elicited significantly higher product evaluation. Second, product type also affected the art infusion effect significantly. Particularly, the differential effect of participant's art-provoked response type on product evaluation revealed when it is for a utilitarian product, but not for a hedonic product. Conclusions - Theoretically, the findings of this study expand academic research on art infusion. And the findings also can be extrapolated to generate lots of implication for marketers. In sum, when they plan art marketing strategies to build the favorable relationship with their customers, they need to consider customers' response type of an infused art and product type.
Although the rapid development of technology has led to a swift increase in the number of companies using social networking services (SNS), it will not be accurate to say that they have fully "utilized" the functionality of SNS simply by "using" these services. Therefore, this study aims to increase the convenience of using digital technology and help SNS users in extending the functionality of these services beyond their regular use and thus, revitalize the field by increasing the service providers' efficiency. In this study, the Facebook usage status of a graduate school newspaper from an undisclosed university in Seoul was analyzed from February to December, 2021 using the participant observation method. The results of the study revealed the following: First, it is necessary to diversify the subject and type of content to ensure a continuous supply of quality content; Second, there is a need to examine the user categories and characteristics by utilizing SNS functionalities such as, the target reports and insights, and based on this, supply content that meets the needs of the users; Third, to resolve the problem of low levels of user participation and an inactive Facebook account, it is necessary to mobilize new marketing tools like online events. The significance of this study is that it confronts the real problems faced by some companies that cannot keep pace with market changes in a digital environment, identifies failure factors, and proposes solutions to them.
This Article examines the regulation of outsider trading under the Financial Investment Services and Capital Markets Act (the "Capital Markets Act"). Outsider trading occurs when a market participant who is not a traditional corporate insider trades securities based on either "inside" or "outside" nonpublic information. Unlike "inside" information, "outside" information is referred to as information not derived directly or indirectly from the issuer. "Outside" information includes both "corporate" and "market" information. "Corporate information" is information about events or circumstances which affect the company's assets or earning power. "Outside corporate information" is information about the company's assets or earning power not derived directly or indirectly from the issuer. "Market information" is information about events or circumstances which affect the market for a company's securities but which do not affect the company's assets or earning power. The Capital Markets Act prohibits both "temporary insiders" from using "corporate" information in trading securities and "outsiders" from using "market" information, such as (i) information regarding the initiation or discontinuance of a tender offer; or (ii) information regarding acquisition or disposition of stocks in bulk. However, the Act does not encompass circumstances (i) where an outsider trades securities based on confidential corporate information obtained through certain types of wrongful conduct; (ii) where an outsider trades securities based on corporate information obtained through eavesdropping; and (iii) where an outsider trades securities based on either outside corporate information or market information created by the outsider himself. In order to plug a few of the gaps left open in the law of outsider trading under the Capital Markets Act, this Article suggests that regulators adopt a relatively broad reading of the scope of ${\S}$ 178(1) of the Act, which is similar to SEC Rule 10b-5, to include outsiders with no relationship to the corporation that had issued the securities. Since ${\S}$ 178(1) of the Act does not require "deception" for liability, it would seem to evade the limitations imposed by the U.S. misappropriation theory. Key Words : Outsider Trading, Insider Trading, Material Nonpublic Information, the Capital Markets Act, Misappropriation Theory, Fiduciary Theory.
Purpose - The development of technologies lead the volume of sale on online market increase but an off-line shopping center is still a core component in the omni-channel strategy. It is generally thought that high-level retailtainment on brick and mortar store affects purchase intentions positively, but some previous studies dispute that and have reported that retailtainment does not affect purchase intentions. So we have studied the additional factors' effect - the nature of purchase and utility - with retailtainment. Research design, data, and methodology - There are 8 treatment groups which were assigned by the method of retailtainment (high vs. low), nature of purchase (essential vs. non-essential), and utility (acquisition vs. transaction). A total of 240 subjects (office workers = 163, 68%; undergraduates = 77, 32%; average age = 30s; female = 39%) were divided into groups and exposed to one of the eight scenarios. Participant's purchase intention was the dependent, and ANOVA and L-matrix were used to analyze for main and interactive effects between factors. Results - First, the main effect and interactive effect between retailtainment and the nature of purchase are significant. We also found that the contrast between essential and non-essential at low-level retailtainment is higher than that of high-level retailtainment. Second, in the case of retailtainment and utility, transaction utility under high-level retailtainment affects purchase intentions positively. Third, between the nature of the purchase and utility, the main effect of the nature of purchase and the interactive effect is significant, but the main effect of utility is not significant. In the case of non-essential goods, the purchase intention was high when transaction utility was provided but in the case of essential goods, acquisition utility increased purchase intentions. Finally, when transaction utility is given, purchase intentions of essential goods increase under low retailtainment, and the purchase intentions of non-essential goods increase under high retailtainment. Conclusions - When customers buy essential goods, discounts decrease purchase intentions. During the season for bargain sales, purchase intentions increase when retailtainment of essential goods is low, and retailtainment of non-essential goods is high.
Kwon, Ji-Sung;Jo, Joon-Yong;Jung, Sun Wook;Jang, Yeon Jin
The Journal of the Korea Contents Association
/
v.20
no.8
/
pp.232-250
/
2020
The purpose of this study is to identify the context and pattern of Korea's self-sufficiency program based on the experiences of self-sufficiency program practitioner. To this end, this study applied the context-pattern analysis method, which was known as one of the qualitative research approaches, to provide proper and effective evaluations of self-sufficiency program. The analysis shows that the context of the self-sufficiency program consists of such sub-contextual components as 'market economy', 'social service system', 'self-sufficiency system', 'self-sufficiency program', 'self-sufficiency program participant', 'procedural experiences of the program', 'outcomes of self-sufficiency program', and 'meaning of the self-sufficiency program'. Furthermore, such patterns as 'decreased vitality of self-sufficiency system', 'service flow', 'journey to the self-sufficiency', and 'sequences to small success', were also presented. Based on these findings, this study suggests policy and practice implications, and subsequent related research topics.
Journal of the Korea Society of Computer and Information
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v.17
no.5
/
pp.169-176
/
2012
The supply chain of online digital contents industry differs much from the supply chain of offline industry which produces and supplies physical products. Portal facilitates the creation, distribution, and usage of online digital contents by providing efficient and convenient content distribution platform to contents suppliers and users, resulting in enhancing competitiveness of portal supply chain. Each portal builds it's own supply chain and various participant firms like CPs(Content Providers) and SPs(Solution Providers) are collaborating together to survive from the fierce competition. However, there is few research work on portal SCM to explain how to design and implement a Portal SCM in a successful way. So, this paper investigates the structure of Portal SCM and the differences between traditional SCM and Portal SCM. Also, this paper proposes seven research issues need to be addressed to design and implement a portal in an efficient and effective way.
Kim, Minju;Song, Jieun;Sowndhararajan, Kandhasamy;Kim, Songmun
Weed & Turfgrass Science
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v.7
no.2
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pp.130-139
/
2018
The colors of packaging of herbicides and non-selective herbicides on the market in Korea are defined as brown and red, respectively, according to the notification of RDA. The present study aimed to understand consumer's electroencephalographic (EEG) response when looking at brown and red colors of herbicide and non-selective herbicide packaging papers. The EEG cap was placed on the scalp of each participant (men and women, 10 to 20 years old) and white (control) - brown - white - red colors were sequentially displayed for 5 seconds using the computer monitor. The EEG was measured and statistical analysis was performed using SPSS. For the brown color of the herbicide, men showed a decrease in concentration and a distracting response due to a decrease in the ratio of mid beta to theta (RMT) and the spectral edge of frequency (SEF90). In women, an increase in the ratio of SMR to theta (RSMT) and the spectral edge frequency 50% of the alpha (ASEF) was observed in different brain regions and these EEG changes may enhance the relaxation, stabilization and awakening states of the brain. For the red color of the non-selective herbicide, ASEF increased psychological stability in men. In women, a decrease in absolute high beta (AHB) may associate with a decrease in attention state of the brain. Overall data of the present study clearly revealed that the colors of two herbicides showed significantly different EEG response and gender difference.
Journal of Korean Institute of Industrial Engineers
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v.37
no.4
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pp.323-330
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2011
Globalization of market and diversification of customers' needs make enterprises to collaboration of participants in supply chain. To establish collaboration, supply chain must have the flexibility and reconfigurability, which are supported by fractal based supply chain management (FrSCM). In this paper, base on the FrSCM, formulation of trust model among the enterprises in the supply chain, and development of profit sharing strategies in the supply chain based on the trust model are investigated. To evaluate trust model, generation of enterprise's goal and its description, extraction and systematic composition of trust factors and trust evaluation are investigated. Based on the developed model, we developed the fuzzy inference engine to evaluate the trust value in terms of numerical value. And then revenue sharing strategies are developed based on the fractal concept and trust model for the collaborative SCM. The fractal concept is used to obtain the optimal production and transportation plans. In addition, the trust model will be integrated into the RS model. In such an RS model, the supply chain will obtain the maximum total profit and profit of each participant depends on its trust value.
Journal of the Korea Institute of Information and Communication Engineering
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v.9
no.6
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pp.1371-1378
/
2005
Vertical e-Marketplaces have been expanded because of their enough funds and purchasing power, while horizontal e-Marketplaces have not been grown. On the e-Marketplace which is dealing electronic components with the characteristics of short life cycle and diversities, if an e-Marketplace participant holds a large quantity of the same kinds of components, it will result in lowering competitiveness of the company because of its unuseful inventory. Therefore, as a method for increasing competitiveness of e-Marketplace participants, we proposed the inventory sharing method among the participants, and then designed and implemented it in this paper. For providing inventory sharing function, the e-Marketplace system needs intermediary because each system of participants participating e-Marketplace uses its own DBMS respectively. In this paper, we implemented inventory sharing function using XML, which is a standard for exchanging data, as intermediary, and showed an example of the implemented system.
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