• Title/Summary/Keyword: Use value

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Economic Value of Industrial Water Use (공업용수의 수종별 경제적 가치 추정)

  • Lee, Joo-Suk;Park, Sun-Young;Ryu, Mun-Hyun;Yoo, Seung-Hoon
    • Journal of Korea Water Resources Association
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    • v.45 no.4
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    • pp.373-381
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    • 2012
  • The information on the economic value of industrial water use is widely demanded in policy analysis area as well as academic research area. Therefore, this study attempts to obtain more accurate economic value of industrial water use using the economic theory. To this end, we conducted a survey of 1,017 manufacturing firms and estimated the economic value of industrial water use based on the concept of value of marginal product (VMP). Moreover, this study tried to estimate the VMP of three industrial water types, river water, precipitated water, and purified water. The results show that the VMPs of river water, precipitated water and purified water are estimated to be 769.24 won/$m^3$, 896.76 won/$m^3$ and 1,861.95 won/$m^3$, respectively. The value for the precipitated water found in this study is not significantly different from that (885.1 won/$m^3$) used in the pre-feasibility test implemented by Korea Development Institute (KDI). These imply that the latter is appropriate for evaluating the economic benefit of supplying industrial water, though it is based on 2003 Industry Survey.

The Relationship among Chatbot's Characteristics, Service Value, and Customer Satisfaction (챗봇의 특성, 서비스가치, 고객만족 간 관계 연구)

  • Kwak, Jungki;Kim, Naeeun;Kim, Mi-Sook
    • The Journal of Industrial Distribution & Business
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    • v.10 no.3
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    • pp.45-58
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    • 2019
  • Purpose - The purpose of this study was to investigate the effects of the chatbot's characteristics (ease of use, social presence, playfulness, usefulness) on service value, customer satisfaction and reuse intention when consumers purchased fashion products in the mobile shopping environments. Research design, data, and methodology - Data were collected from Korean consumers from ages 20 to 59 who have experienced using chatbot in a mobile shopping for fashion products. After a pilot survey to 53 customers, the preliminary questionnaire was revised for the final test, and the final questionnaire was administered to 1500 customers. Out of these, 300 were collected. After deleting 48 incomplete ones, 252 questionnaires were used in the statistical analysis. Frequency analysis and exploratory factor analysis using SPSS 23.0 and confirmatory factor analysis and structure equation analysis using AMOS 18.0 were employed for data analyses. Results - First, four factors were extracted for the chatbot's characteristics: ease of use, social presence, playfulness and usefulness. Second, regarding the effect of chatbot's characteristics on service value when purchasing fashion products in the mobile shopping environment, ease of use, playfulness and usefulness of chatbot significantly affected service value. Social presence did not have significant effects on service value. Third, in terms of the effect of the chatbot's characteristics on customer satisfaction when purchasing fashion products in the mobile shopping environment, social presence, playfulness and usefulness of chatbot significantly had an effect on customer satisfaction. Ease of use did not have a significant effect on customer satisfaction. Fourth, service value of chatbot when purchasing fashion products in mobile shopping environment was found to have an effect on customer satisfaction with chatbot. Fifth, service value of chatbot on reuse intention when purchasing fashion products in the mobile shopping environment was found to have an effect on reuse intention of chatbot. Sixth, customer satisfaction with chatbot had a significant impact on the reuse intention of the chatbot when purchasing fashion products in the mobile shopping environment. Conclusions - The present study provide dimensions on the chatbot's characteristics and these may provide helpful data for further studies in this area and for marketers as well.

A Study on the Elderly People's Value System of the Public Library Use: Focusing on Public Libraries in Seoul (노인의 공공도서관 이용 가치체계에 관한 연구 - 서울 소재 공공도서관을 중심으로 -)

  • Choi, Yujin;Cha, Mikyeong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.30 no.1
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    • pp.121-143
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    • 2019
  • The purpose of this study was to examine the reason and value system of the elderly people on the public library use in Korea. For the purpose, a questionnaire survey was conducted for elderly aged over 60, from 15 public libraries in Seoul from October 29 to October 10, 2018, and 306 valid responses collected were analyzed. The value system is based on the Means-end Chain (MEC) Theory, and the linkage between the attributes, consequences, and values of public library use is figured out as a value hierarchy. As a result, the most frequently revealed value system was 'reads or borrows books (attribute) ${\rightarrow}$ gets new knowledge (consequence) ${\rightarrow}$ satisfies oneself (value).' For the value reached by using the public library, both groups answered that their satisfaction, achievement, fun, pleasure, and vitality. However, the elderly aged 65 and over additionally felt that public libraries are good for their mental / physical health. The results showed that the elderly people using the public library feels the traditional functions of the public library as the main attribute, and the public library could provide the elderly people with contribution to the lively old age.

Using Value-Added Processes to Assess the Value of Information

  • 조현양
    • Journal of the Korean Society for information Management
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    • v.7 no.1
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    • pp.59-67
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    • 1990
  • The spectrum of values stretches from intrinsic value to practical value, consisting of exchange value and use value. Because of its own nature and perspective in assessing information, there are some problems of assessing its value. As a framework of assessing value of lnformation, Taylor developed the value-added model of information. Although the model has sl~ortcomings which do not apply measures and scales to mformation value, it can be a framework in assessing the value of mformation.

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Metaverse for Marketing in the Public Sector: Implications on Citizen Relationship Management

  • Yooncheong CHO
    • Korean Journal of Artificial Intelligence
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    • v.11 no.2
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    • pp.29-38
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    • 2023
  • The purpose of this study is to explore how citizens perceive application of the metaverse platforms for city marketing and investigate factors that affect overall attitude for citizen relationship management in the public sector. In particular, this study investigates the following: i) how factors including perceived city brand value, public service, emotional value, experience, personalization, economic value, social value, and cultural value on overall attitude and ii) how overall attitude affects intention to use of metaverse for the public sector and citizen satisfaction. This study conducted an online survey with the assistance of a well-known research firm. This study applied factor, ANOVA, and regression analysis to test hypotheses. The results found that effects of perceived city brand value, emotional value, information, economic value, social value, and cultural value on overall attitude toward metaverse application for the public sector showed significance. The results provide managerial and policy implications for the public sector on how to apply metaverse to provide public services and enhance engagement with citizens. The results also provide implications which aspects should be considered to enhance citizen relationship management and to build the better city brand value by applying metaverse.

The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.219-230
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    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.

Effects of Heuristic Type on Purchase Intention in Mobile Social Commerce : Focusing on the Mediating Effect of Shopping Value (모바일 소셜커머스에서 휴리스틱 유형이 구매의도에 미치는 영향 : 쇼핑가치의 매개효과를 중심으로)

  • KIM, Jin-Kwon;YANG, Hoe-Chang
    • Journal of Distribution Science
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    • v.17 no.10
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    • pp.73-81
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    • 2019
  • Purpose - The purpose of this study was to examine the effect of the heuristic type of consumers affecting purchase decision making and the intention of shopping value in their relationship to derive mobile social commerce purchase promotion plans. Research design, data, and methodology - A research model was constructed to relate the mediating effect of shopping value between heuristic types and purchase intentions. A total of 233 valid questionnaires were used for analysis for users using mobile social commerce. The statistical program used SPSS 24.0 and AMOS 24.0, and correlation analysis, regression analysis, and 3-step parametric regression analysis were used for the analysis. Results - The results of the analysis showed that representativeness heuristics, availability heuristics, adjustment heuristics, and affect heuristics had a statistically significant effect on the utilitarian value and the hedonic value. On the other hand, affect heuristics among the heuristic types were found to have the greatest influence not only on the utilitarian value but also on the hedonic value. The two types of shopping value were found to be partially mediated between representativeness heuristics and purchase intentions, between adjustment heuristics and purchase intentions, and fully mediated between availability heuristics and purchase intentions, affect heuristics and purchase intentions. Conclusions - These findings suggest that mobile social commerce companies should check in advance how consumer heuristic types affect purchase intentions. In particular, affect heuristics are caused by consumers' emotional mood such as mood or external stimulus being more important to decision making than rational decision making. Therefore, the result of this study suggests that it can be an important factor to secure the competitiveness that the potential customers who access to use mobile social commerce can feel enough fun and enjoyment in the platform provided by the company. It is also worth paying attention to the utilitarian and hedonic values perceived by consumers. This is because the judgment regarding the economic, convenience and important information provided by the mobile social commerce users affects the purchase intention through the trust of the information, past use, and shopping experience displayed on the mobile social commerce platform.

An Efficiency Assessment for Reflectance Normalization of RapidEye Employing BRD Components of Wide-Swath satellite

  • Kim, Sang-Il;Han, Kyung-Soo;Yeom, Jong-Min
    • Korean Journal of Remote Sensing
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    • v.27 no.3
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    • pp.303-314
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    • 2011
  • Surface albedo is an important parameter of the surface energy budget, and its accurate quantification is of major interest to the global climate modeling community. Therefore, in this paper, we consider the direct solution of kernel based bidirectional reflectance distribution function (BRDF) models for retrieval of normalized reflectance of high resolution satellite. The BRD effects can be seen in satellite data having a wide swath such as SPOT/VGT (VEGETATION) have sufficient angular sampling, but high resolution satellites are impossible to obtain sufficient angular sampling over a pixel during short period because of their narrow swath scanning when applying semi-empirical model. This gives a difficulty to run BRDF model inferring the reflectance normalization of high resolution satellites. The principal purpose of the study is to estimate normalized reflectance of high resolution satellite (RapidEye) through BRDF components from SPOT/VGT. We use semi-empirical BRDF model to estimated BRDF components from SPOT/VGT and reflectance normalization of RapidEye. This study used SPOT/VGT satellite data acquired in the S1 (daily) data, and within this study is the multispectral sensor RapidEye. Isotropic value such as the normalized reflectance was closely related to the BRDF parameters and the kernels. Also, we show scatter plot of the SPOT/VGT and RapidEye isotropic value relationship. The linear relationship between the two linear regression analysis is performed by using the parameters of SPOTNGT like as isotropic value, geometric value and volumetric scattering value, and the kernel values of RapidEye like as geometric and volumetric scattering kernel Because BRDF parameters are difficult to directly calculate from high resolution satellites, we use to BRDF parameter of SPOT/VGT. Also, we make a decision of weighting for geometric value, volumetric scattering value and error through regression models. As a result, the weighting through linear regression analysis produced good agreement. For all sites, the SPOT/VGT isotropic and RapidEye isotropic values had the high correlation (RMSE, bias), and generally are very consistent.

A Study on User Satisfaction and Continued Use of Mobile Rewards Applications: Focused on User Type, Gender and Experience of Using Reserved Value (모바일 리워드 어플리케이션의 이용 만족과 지속적 이용의도에 관한 연구: 사용자 유형과 성별 그리고 적립금 사용경험을 중심으로)

  • Kim, Eun-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.12
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    • pp.605-619
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    • 2016
  • This study aims to figure out effects of the rewards applications receiving a lot of attention recently as mobile advertising using the smartphones. Therefore, this study examines differences of user satisfaction and continued use intention according to a user characteristic, demographic characteristic and rewards application characteristic. The research results are as follow. First, in terms of user satisfaction of the rewards applications, there is a significant difference according to the user gender and existence of the reserved value experience. Second, there is a significant difference in the continued use intention of the applications according to the user type and gender. Third, it is also found that there is an interaction effect between the user gender and existence of the reserved value use experience on the continued use intention. This study is significant in that the results may provide future researchers with practical foundations for marketing strategies to activate the rewards applications.

Effect of Gender and Time-Use on Elementary School Children's Self-Regulated Learning Ability (초등학교 저학년 아동의 성별과 생활시간이 자기조절학습능력에 미치는 영향)

  • Chung, Ha Na;Kim, Yu Mi
    • Korean Journal of Human Ecology
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    • v.24 no.6
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    • pp.741-753
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    • 2015
  • The purpose of this study was to investigate whether elementary children's time-use and self-regulated learning ability was different according to gender and whether children's gender and time-use effects self-regulated learning ability. Participants were 2,122 children who participated in KCYPS longitudinal study from their first grade to third grade. Time-use was reported by children's parents. Children's self-regulated learning is invented by Yang(2000). Components of self-regulated learning scale was achievement value, mastery goal orientation, action control, academic time management. The major findings were as follows. First, children's self-regulated learning was different according to chidren's gender. Girls' achievement value, mastery goal orientation, academic time management scores were higher than the boys'. Second, children's daily time was different according to their gender. Third, children's daily time-use affected their self-regulated leaning, however children's gender didn't.