• Title/Summary/Keyword: Scenario Based Design

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The Effect of the Satisfaction after Consumption and Consumer Self-Confidence for Hedonic Products on Transaction Coupling (소비 후 만족도와 소비자 자신감이 거래 커플링에 미치는 영향 - 쾌락적 제품을 중심으로 -)

  • Kang, Seong-Min;Kang, Hyun-Mo
    • CRM연구
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    • v.4 no.2
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    • pp.1-17
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    • 2011
  • In the study of transaction coupling and consumer behavior it is argued that the satisfaction after consumption and consumer self-confidence would affect the degree of transaction coupling. Based on Kivetz(1999), this study expand transaction coupling which is a mental accounting process. Satisfaction after consumption and consumer self-confidence have been frequently cited as a key construct for predicting various consumer-related behaviors. The purpose of this research is to examine the effect of satisfaction after consumption and consumer self-confidence for hedonic products on transaction coupling. In order to explain the impact of consumer self-confidence clearly, the authors used a five-factor(i.e., information acquisition, consideration-set formation, personal and social outcomes, persuasion knowledge and marketplace interfaces). Using the scenario about baseball game, the authors manipulated the consumer satisfaction after consumption (satisfaction vs. dissatisfaction) between-subjects design. And consumer self-confidence was measured based on Bearden et al.(2001). The results of experimental study showed that the main effects of satisfaction after consumption is significant. The larger consumer satisfaction after consumption reflected a higher degree of transaction coupling. The 2-way interaction between satisfaction after consumption and consumer self-confidence is also significant. Specifically, the transaction coupling differentiation from satisfaction after consumption tends to be larger at high consumer-self confidence than at low one.

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MPEG-21 Terminal (MPEG-21 터미널)

  • 손유미;박성준;김문철;김종남;박근수
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.410-426
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    • 2003
  • MPEG-21 defines a digital item as an atomic unit lot creation, delivery and consumption in order to provide an integrated multimedia framework in networked environments. It is expected that MPEG-21 standardization makes it Possible for users to universally access user's preferred contents in their own way they want. In order to achieve this goal, MPEG-21 has standardized the specifications for the Digital Item Declaration (DID). Digital Identification (DII), Rights Expression Language (REL), Right Data Dictionary (RDD) and Digital Item Adaptation (DIA), and is standardizing the specifications for the Digital Item Processing (DIP), Persistent Association Technology (PAT) and Intellectual Property Management and Protection (IPMP) tot transparent and secured usage of multimedia. In this paper, we design an MPEG-21 terminal architecture based one the MPEG-21 standard with DID, DIA and DIP, and implement with the MPEG-21 terminal. We make a video summarization service scenario in order to validate ow proposed MPEG-21 terminal for the feasibility to of DID, DIA and DIP. Then we present a series of experimental results that digital items are processed as a specific form after adaptation fit for the characteristics of MPEG-21 terminal and are consumed with interoperability based on a PC and a PDA platform. It is believed that this paper has n important significance in the sense that we, for the first time, implement an MPEG-21 terminal which allows for a video summarization service application in an interoperable way for digital item adaptation and processing nth experimental results.

Estimation of the Relative Risk of the Elderly with Different Evacuation Velocity in a Toxic Gas Leakage Accident (독성물질 누출 시 대피 속도 차이에 따른 고령자의 상대적 위험도 산정)

  • Lee, H.T.;Kwak, J.;Park, J.;Ryu, J.;Lee, J.;Jung, Seungho
    • Journal of the Korean Society of Safety
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    • v.34 no.6
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    • pp.13-21
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    • 2019
  • Leakage accidents in businesses dealing with hazardous chemicals can have a great impact on the workers inside the workplace, as well as residents outside the workplace. In fact, there were cases where hazardous chemicals leaked from many businesses. As a result, the Chemicals Control Act(CCA) was enacted in 2015, the Ministry of Environment introduced an Off-site Risk Assessment(ORA). The purpose of the ORA is to secure safety from the installation of the design of the workplace facilities so that chemical accidents of hazardous chemical handling facilities do not cause human or physical damage outside the workplace. In general, the ORA qualitatively determines where a protected facility is within the scope of the accident scenario. However, elderly who belong to the sensitive group is more sensitive than the general group under the same chemical accident effect, and the extent of the damage is serious. According to data from the Korea National Statistic Office, the number of elderly people is expected to increase steadily. Therefore, a quantitative risk analysis considering the elderly is necessary as a result of a chemical accident. In this study, accident scenarios for 14 locations were set up to perform emergency evacuation due to toxic gas leakage of Cl2(Chlorine) and HF(Hydrogen Fluoride), and the effects of exposure were analyzed based on the evacuation velocity difference of age 20s and 60s. The ALOHA(Areal Locations of Hazardous Atmospheres) program was used to calculate the concentration for assessing the effects. The time of exposure to toxic gas was calculated based on the time it took for the evacuation to run from the start point to the desired point and a methodology was devised that could be applied to the risk calculation. As a result of the study, the relative risk of the elderly, the sensitive group, needs to be determined.

Privacy Assurance and Consumer Behaviors in e-Business Environments (e-비즈니스 환경에서 기업의 개인정보보호 활동이 소비자 행위에 미치는 영향)

  • Park, JaeYoung;Jung, Woo-Jin;Lee, SangKeun;Kim, Beomsoo
    • The Journal of Society for e-Business Studies
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    • v.23 no.4
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    • pp.1-17
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    • 2018
  • Recently, most online firms are trying to provide personalized services based on customer's data. However, customers are reluctant to give their information to online firm because of concerns about data breach. Online firms are seeking to increase their trust by ensuring the protection of personal information for customers through privacy seal (e.g. e-privacy) or data breach insurance. This research examines the effects of privacy assurance(i.e. privacy seal, data breach insurance) on consumer behavior in online environment. An experiment based on the hypothetical scenario was conducted using a between-subjects 2 (type of privacy assurance) + 1 (control) design. We found that both privacy seal and data breach insurance increased perceived privacy trust. In addition, privacy seal has a positive effect on the intention to provide personal information through perceived privacy trust. Finally, in the case of the group with a high (low) disposition to trust, higher perceived privacy trust is formed through privacy seal (data breach insurance). Theoretical and practical implications are discussed.

A research on cyber target importance ranking using PageRank algorithm (PageRank 알고리즘을 활용한 사이버표적 중요성 순위 선정 방안 연구)

  • Kim, Kook-jin;Oh, Seung-hwan;Lee, Dong-hwan;Oh, Haeng-rok;Lee, Jung-sik;Shin, Dong-kyoo
    • Journal of Internet Computing and Services
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    • v.22 no.6
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    • pp.115-127
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    • 2021
  • With the development of science and technology around the world, the realm of cyberspace, following land, sea, air, and space, is also recognized as a battlefield area. Accordingly, it is necessary to design and establish various elements such as definitions, systems, procedures, and plans for not only physical operations in land, sea, air, and space but also cyber operations in cyberspace. In this research, the importance of cyber targets that can be considered when prioritizing the list of cyber targets selected through intermediate target development in the target development and prioritization stage of targeting processing of cyber operations was selected as a factor to be considered. We propose a method to calculate the score for the cyber target and use it as a part of the cyber target prioritization score. Accordingly, in the cyber target prioritization process, the cyber target importance category is set, and the cyber target importance concept and reference item are derived. We propose a TIR (Target Importance Rank) algorithm that synthesizes parameters such as Event Prioritization Framework based on PageRank algorithm for score calculation and synthesis for each derived standard item. And, by constructing the Stuxnet case-based network topology and scenario data, a cyber target importance score is derived with the proposed algorithm, and the cyber target is prioritized to verify the proposed algorithm.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.2 s.314
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    • pp.37-46
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    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.

A Study on the Profitable Urban Park Model using Smart Street Light System (스마트 가로등 시스템을 적용한 수익형 도시공원모델에 관한 연구)

  • Lee, Ji-Hee;Cho, Han-Bo;Kim, Tae-Han
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.4
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    • pp.28-35
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    • 2012
  • Recently, as the social interest increase has been focused on new renewable energy system to build-up sustainable urban planning system, the related studies have been actively conducting. As well as in other areas, the construction area, which accounts for over 40% of the total energy consumption, clearly showed this tendency. Whereas, various landscape facilities applying renewable energy equipments have been manufactured and installed, systematic study available for planning and designing is rarely found in Korea. This study is expected to contribute to the landscape planning and designing by quantifying the energy-efficient and economic advantages of the renewable energy system for landscape facilities. For this purpose, the analysis on the energy-efficiency and economic values under the scenario that the current fossil power supply for the streetlights in urban parks in Seoul, Daegu, and Incheon were replaced by photovoltaic power generation were performed through RETScreen$^{(R)}$ a clean energy simulation program based on the NASA Satellite Meteorological Data. As a result, the generated power and the economic values vary depending on the climatic features of the appointed cities. This study will be used to build up the effective decision-making in applying the clean renewable system to the plan and design of landscaping.

Development and Application of Integrated-Simulation Practice Program using Standardized Patients : Caring for Alcoholism with Diabetes Mellitus in the Community (표준화 환자를 활용한 통합시뮬레이션 실습 프로그램 개발 및 적용 -지역사회에 거주하는 당뇨를 동반한 알코올중독대상자 간호-)

  • Kang, Gwang-Soon;Kim, Younkyoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.8
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    • pp.662-672
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    • 2016
  • The purpose of this study was to develop an integrated-simulation practice program using standardized patients and to identify the effects of such program. The present study used a pretest-posttest design with a single group applied to 30 fourth-year nursing students in a university and developed a case scenario for alcoholism patients with diabetes mellitus in a community. As results showed, communication skills were significantly improved (t = 4.24, p < .001), but the learning of self-efficacy and motivation of transfer were insignificantly improved compared with the pretest. Moreover, motivation of transfer showed a positive correlation with the learning of self-efficacy (r = .758, p < .01). The purpose of utilizing an appropriate case development based on practical experience and hands-grade students was to improve the motivation of transfer and increase self-efficacy through problem solving. Therefore, we identified that an integrated-simulation practice program using standard patients was useful in the improvement of client centered nursing competence, such as communication skills. In addition, further studies would help develop various scenarios for the integrated-simulation practice program to improve not only communication skills but also increase self-efficacy and motivation of transfer.

Analysis of behavior a River Levee based on the Earthquake Scenario (지진 시나리오 기반 하천 제방의 거동 변화 분석)

  • Kim, Jin-Man;Jin, Yoon-Hwa;Han, Heui-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.3
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    • pp.481-487
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    • 2020
  • This study examined the behavior change of river levees during an earthquake by numerical analysis. Unlike conventional research using artificial earthquake waves, earthquake analysis was performed using real earthquake waves. The behavior of a river levee before and after an earthquake was compared and analyzed quantitatively. Studies show that the river levee has a safety factor of approximately 28.5% due to an earthquake. On the other hand, the minimum standard safety factor is satisfied. Vertical effective stress has decreased by 81.8% due to excess pore-water pressure generated by the earthquake. In addition, liquefaction occurs in most of the foundation soil. An examination of the stress-displacement behavior due to the earthquake revealed a large amount of settlement in the backfill layer. Most of the foundation soil yielded. Therefore, the target river levee is quite vulnerable to earthquakes. Through the results of this study, the necessity of refreshing the seismic design standards for river levees is required. This study can be used as basic data for estimating the approximate damage level and vulnerable areas.