• 제목/요약/키워드: Spending Patterns

검색결과 53건 처리시간 0.025초

도시가계의 피복비지출에 관한 연구 (Clothing Expenditure Analysis of Urban Households)

  • 배미경
    • 대한가정학회지
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    • 제35권1호
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    • pp.415-428
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    • 1997
  • In the present study we examined clothing expenditure patterns and related variables in Korea. In addition we analyzed the differences of clothing expenditure patterns between overall overspenders and non-overspenders. We use the Family Income and Expenditure Study published by the National Statistical Office of Korea. Double logarithm functional forms were used to adjust the normality of sample distribution and multiple regression analyses and t-test were utilized as a statistical tools. The present study was divided into four folders. First the income elasticity of clothing expenditures was examined by different groups such as age job and education levels of households as percentage change of clothing expenditures to a percentage change of income. Second to analyze the effects of demogtraphic and socio-economic variables on clothing expenditure we utlized the standardized coefficients in the separate regression equation by demographic and socio-economic variables. Third using spending to income ratio we investigated the differnces of the clothing expenditure patterns between overall overspenders and non-overspenders. Fourth the effects of independent variables by ovespenders and non-overspenders werediscussed.

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Social investment in Europe: bold plans, slow progress and implications for Korea

  • Taylor-Gooby, Peter
    • 한국사회복지학회:학술대회논문집
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    • 한국사회복지학회 2004년도 심포지엄 한국 사회안전망의 현황과 대책
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    • pp.3-50
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    • 2004
  • ${\cdot}$ Recent social policy and labour markets debates in Europe, responding to the difficulties faced by the traditional neo-Keynesian welfare state settlement, stress the value of positive investment alongside de-regulation and greater flexibility as a way of achieving both economic and social goals. ${\cdot}$ Patterns of policy reform are complex and reflect differing national circumstances. A general move towards deregulation, constraints on entitlement to passive benefits, programmes to enhance employment, particularly among high-risk groups such as single parents and young people, targeted subsidies for low earners and casemanagement may be identified. ${\cdot}$ In relation to investment in education, research and development and combined training and benefit programmes to enhance mobility between jobs the picture is less clear. Education standards continue to rise, but research and development spending stagnates and few countries have developed substantial ‘flexi-curity’ programmes to support job mobility. ${\cdot}$ The labour market tradition in much of Europe has been one of conflict between labour and employers. As labour grows weaker, new approaches develop. These tend to stress productivity agreements and greater flexibility in work practices within firms and reforms to passive social security systems more broadly, but movement to support the more challenging investment and flexi-curity policies is slow. ${\cdot}$ In general, social and labour market policies in Europe stress deregulation and negative activation more strongly than social investment and ‘flexi-curity’. The countries with high growth and employment achieve that goal by different routes: Sweden has a closely integrated social democratic corporatism with high spending on benefits and training programmes and the UK a more liberal market-oriented system, with lower spending, highly targeted benefits and less mobility support. ${\cdot}$ Europe has something to learn from Korea in achieving high investment in human capital and R and D, while Korea may have something to learn from Europe in social investment, particularly flexi-curity and equal opportunity policies.

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What Happens When Games Users Have a Tool to Play Better: The effect of mobile accessibility to game user's usage duration and game involvement

  • 이보경;전성민
    • 한국벤처창업학회:학술대회논문집
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    • 한국벤처창업학회 2017년도 춘계학술대회
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    • pp.51-51
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    • 2017
  • In the domain of IS, game was used as a tool to enhance the results of decision making, education and more. In another stream of research, researchers focused on revealing the motive of people playing games. This study focuses on the effect of the tool; increased accessibility via mobile, to online game using patterns and behaviors. Due human reaction towards competition, technology acceptance and the online game's gambling traits, it is expected that the increased mobile accessibility (tool) will increase and intensify the game playing behavior. Also, it is expected that the in-game purchase will increase as well. In depth interview with both game service providers and players is planned to confirm that the mobile version acted as a tool to increase accessibility, rather than a additional game. Survey along with an interview is to be conducted to find relevant play and spending patterns if they are to exist.

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식료품 소비구조의 분석 -소득을 중심으로(1975~1985년)- (An Analysis of the Food consumption Expenditure Patterns: 1975~1985)

  • 김미향
    • 대한가정학회지
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    • 제26권1호
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    • pp.109-122
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    • 1988
  • This study attempts to analyse the food consumption expenditure patterns of wage-Earner's Households n terms of the changes in income during 1975∼1985. For the purpose of these time-series analysis and cross-section analysis, household survey data 'Annual Report on the Family Income and Expenditure Survey'- was used. The main results can be summarized as follows : 1. The proportion of the food expenditures has decreased with the increased of income in the city families during 1975∼1985. The Income-Elasticity and limit spending habits has decreased with the increase of income in the city families during 1975∼1985. 2. Analyzing the structure of the food consumption of each income class, the results reflected the Engel's law. That is to say, the higher income was, the more absolute expense for food was, but the rate of it was.

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The Patterns of Technology Strategy Formulation: The Case of Korean Firms

  • 양희승
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2004년도 추계학술대회 및 정기총회
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    • pp.173-176
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    • 2004
  • Understanding the fact that more spending for R&D is merely a necessity, not a factor of success, managing technological development efforts effectively and efficiently for higher R&D productivity and sustainable growth has become an important issue for contemporary firms. Based on a survey on small- and medium-sized manufacturing firms, this paper explores the relationships of leadership positions, technological contents and acquisition methods of korean firms. This paper has identified several findings from Korean manufacturing firms: (1) five different patterns are identified in the technology strategy of medium-sized companies; (2) a significantly positive relationship exists between a firm's leadership position and the aggressiveness in technological contents of their acquisition methods; (3) a significantly positive relationship of some technology acquisition methods to the firms' leadership position exists,

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CAD 프로그램을 활용한 기하학 문양의 직물 디자인 종광설계 (Weave Draft Designs Influenced by Geometric Patterns using a CAD Program)

  • 김수미
    • 한국의류산업학회지
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    • 제16권1호
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    • pp.43-54
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    • 2014
  • In textile industry, needs for various weave drafts have been increased to produce high qualified textile goods. One of disadvantages of traditional textile industry was spending time and money on manual sampling. Nowadays, however, weave draft design and sampling using CAD programs reduce these consumption efficiently. Therefore, this study aimed to provide high qualified woven fabrics by weave draft designs influenced by geometric patterns. First, We analyzed geometric patterns, except for dot, stripe, and checks, in fashion collections from 2009 to 2014 S/S. Then, based on these analyses, design concepts were decided. Third, weave drafts influenced by geometric patterns were designed with weave CAD program, TEX PRO 10.0 by Youngwoo CNI inc. Forth, We simulated fabrics woven by new drafts using CAD programs, depending on fibers, yarns, density of woven, colors, and finishes. Unclassified geometric patterns would be expressed by small size patterns that influenced by retro moods, square patterns with various color variation, zigzag lines, and pieces of puzzles. Three design concepts were decided as greenness, neoclassic, and romantic chic. Thus, geometric patterns for printing were created as drafts for general looms, and one repeat of each draft were provided. According to the design concepts, we designed 13 fabrics with 4 geometric patterns weaving drafts. All Drafts were designed with CAD programs. Finally, same drafts were simulated as woven fabrics for both S/S and F/W seasons by changing each element, such as fiber, yarns, density, colors, and finishes.

경로당 이용 여성노인의 건강생활에 관한 문화기술지 (An Ethnography on the Healthy Life of the Aged Women Participating the Senior Centers)

  • 김은하;양진향
    • 대한간호학회지
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    • 제48권3호
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    • pp.349-361
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    • 2018
  • Purpose: This ethnography was performed to explore patterns and meanings of healthy life among aged women using senior centers. Methods: The informants were 21 individuals aged 65 years and older at 2 community-based senior centers. Data were collected from iterative fieldwork through in-depth interviews and participant observations and analyzed using text analysis and taxonomic methods developed by Spradley. Field notes were used with follow-up interviews and dialogue between authors to enhance interpretation. Results: Patterns of healthy life among aged women using senior centers were categorized by age groups within the context of the four cultural elements of taking care of the body, relationality, temporality, and spatiality: active and passive control, maintenance of interdependence and individuality, expansion and maintenance of the daily routine, unity of peer relations and sustenance of family relations, spending time productively and tediously, and complementary and alternative space of the family relations. Conclusion: The informants in this study demonstrated healthy life by maintaining and strengthening continuous relationships developed in the senior centers without being isolated from the family and society. Patterns of their healthy life differed across age groups within the socio-cultural context. Therefore, interventions should be tailored to address age groups and community needs.

가구특성에 따른 소비지출행태 분석 (An Analysis of Consumer Expenditure Patterns according to Household Characteristics)

  • 박문수;정호근;고대영;이경희
    • 한국산학기술학회논문지
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    • 제15권9호
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    • pp.5564-5577
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    • 2014
  • 본 연구에서는 Price-Scaling AIDS 모형을 바탕으로 가구별 특성의 차이가 소비지출 구조에 어떠한 영향을 미치는지를 통계청 "가계동향조사" 자료를 이용하여 추정하였다. 추정결과, 서비스 품목들의 소득탄력성은 비서비스 품목들의 소득탄력성에 비해 상대적으로 큰 것으로 나타나 향후 가구소득이 늘어날 경우 서비스 품목들에 대한 더 큰 수요 증가가 예상된다. 또한 품목별 가계의 소비지출행태는 연령별, 소득수준별로 상이한 모습을 띠고 있는 것으로 나타났다. 특히, 비서비스 품목에 대한 지출비중이 높은 전통적인 가계지출구조에서 보건, 교육, 통신 등과 같은 서비스품목에 대한 지출비중이 높은 구조로의 전환이 촉진되고 있음이 확인되었다. 이와 같이 서비스품목에 대한 수요 증가로 인한 가계소비지출 구조의 변화는 관련 서비스 시장의 확대와 더불어 서비스 산업의 성장 잠재력을 더욱 확대시키는 방향으로 작용할 수 있다. 따라서 이들 분야에 대한 잠재수요 및 성장가능성에 대한 정확한 파악과 더불어 해당 서비스 시장의 형성 및 확대와 관련한 공급측의 적절한 대응이 요구된다.

적자부채가계의 지출구조 및 유형별 특성 (The Expenditure Pattern of the Indebted Overspending Households)

  • 이성림;성영애
    • 대한가정학회지
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    • 제45권10호
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    • pp.45-57
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    • 2007
  • The causes of indebted overspending were investigated by examining household expenditure patterns using the data from the 2002 Family Expenditure Survey. The five major expenditure categories were identified by factor analysis, and the six types of indebted overspending were clustered. About 28% of the indebted overspending was done out of necessity, and food, utilities, housing, and health care accounted for about 42% of the household expenditure. Luxury spending accounted for about 25% of the overspending by indebted households who spent about 24% of the household expenditure on clothing, entertainment, and private education. Cars (22%) and education (20%) were found to be other major causes of indebted overspending. Paying off debt and durable purchases were identified as the major causes of indebted overspending, but had a low frequency. Finally, the financial status of the four major types of indebted overspending households was evaluated.

Fish Schooling Animation System for Constructing Contents of Cyber Aquarium

  • Kim, Jong-Chan;Kim, Eung-Kon
    • 한국전자통신학회논문지
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    • 제2권3호
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    • pp.157-162
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    • 2007
  • The goal of researching a proper crowd animation is to design system that is satisfied with the reality of scenes, performance of system, and interaction with users to show the crowd vividly and effectively in virtual underwater world. In this paper, we smartly expressed the behavior patterns for flocks of fish in virtual underwater and we made up for the weak points in spending time and cost to produce crowd animation. We compared with the number of mesh, the number of fish, the number of frame, elapsed time, and resolution and analyzes them with the fish behavior simulating system. We developed a virtual underwater simulator using this system.

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