• Title/Summary/Keyword: character-growing

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Data Mining Approach to Predicting Serial Publication Periods and Mobile Gamification Likelihood for Webtoon Contents

  • Jang, Hyun Seok;Lee, Kun Chang
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.4
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    • pp.17-24
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    • 2018
  • This paper proposes data mining models relevant to the serial publication periods and mobile gamification likelihood of webtoon contents which were either serialized or completed in platform. The size of the cartoon industry including webtoon takes merely 1% of the total entertainment contents industry in Korea. However, the significance of webtoon business is rapidly growing because its intellectual property can be easily used as an effective OSMU (One Source Multi-Use) vehicle for multiple types of contents such as movie, drama, game, and character-related merchandising. We suggested a set of data mining classifiers that are deemed suitable to provide prediction models for serial publication periods and mobile gamification likelihood for the sake of webtoon contents. As a result, the balanced accuracies are respectively recorded as 85.0% and 59.0%, from the two models.

A Study on the Marketing Strategies of Internet Fashion Shopping Malls - Focused on the Case Study of Internet Fashion Shopping Malls - (인터넷 패션 쇼핑몰의 마케팅 전락략- 인터넷 패션 쇼핑몰의 사례조사를 중심으로 -)

  • 신수연;김민정
    • The Research Journal of the Costume Culture
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    • v.12 no.1
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    • pp.41-58
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    • 2004
  • The purpose of this paper was to propose the efficient strategies of internet fashion shopping malls to success in the internet shopping mall market growing rapidly. Representative 5 internet fashion shopping malls - Halfclub, Fashionplus, e-Hyundai, Hansol CSClub and LGeShop - were selected and in-depth interviews were performed to analyze their marketing 4P's strategies. The results of this study are as fellows. Five shopping malls'main targets are women in twenties and early thirties. The price strategies are various according to shopping malls'character. In general, there are small amounts of discounts on new products(about 5%) which are sold by department stores. Shopping malls executed delivery of goods by cooperation with distribution companies and direct distribution of subcontract companies. Shopping malls are sending e-mails to the members as a promotion strategy. CRM(Customer Related Management) is partially implemented. Joint purchase and various events are conducted frequently. Shopping malls guarantee exchange and refund services.

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Conceptualizing the Smart Tourism Mindset: Fostering Utopian Thinking in Smart Tourism Development

  • Gretzel, Ulrike
    • Journal of Smart Tourism
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    • v.1 no.1
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    • pp.3-8
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    • 2021
  • The growing literature on smart tourism and the increasing number of smart tourism initiatives demonstrate that the idea of smart tourism is captivating and that its potential is great. However, its concrete implementation so far has lacked the transformative focus called for by smart development principles. This paper suggests that conceptualizing smart tourism development as a utopian endeavor that requires critiquing the status quo and collective imagining of better tourism and good destinations could help smart tourism efforts transcend their instrumental, short-term, and fragmented character. It further introduces the concept of the Smart Tourism Mindset to propose that, as a utopian enterprise, smart tourism needs to be guided by specific values and traits that permeate actors at all levels. The paper concludes by calling for a greater focus on identifying what these values and traits are and how to best establish and communicate the Smart Tourism Mindset.

Customizing feature analysis for super mario maker (슈퍼마리오 메이커의 커스터마이징 특징 분석)

  • Park, Sang-Tae;Sohn, Jong-Nam;Lee, Chang-Jo
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.339-345
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    • 2016
  • While a game market has been growing consistently world widely, a market of arcade or video game has been detained. In this stagnation, the latest one in 2015, "Super Mario Maker" of Mario series that's been running in good for 30 years, the notable sale and growth of which are extraordinary. As for a study in customizing, a literature of game customizing and studies that are foregone were mostly handling contents about a game character. In the survey that's done in this thesis about knowledge and needs in customizinge game users have, it was shown they want to customize sides of a rule and a character. I analyzed what the main factors are in this game which uses a main concept of customizing and the reason for high profits and popularity. As a result of the analysis, four features, possibility to customize a game rule, share data among users, collaboration in marketing with NFC figure characters, offering updates with sustained and new customizing features were found out. I am certain a game customizing will be helping to meet users and be used for various industries without limit of existing character.

Vulnerability Analysis of the Creativity and Personality Education based on Digital Convergence Curation System (창의·인성 교육기반의 디지털 융합 큐레이션 시스템에 관한 취약점 분석)

  • Shin, Seung-Soo;Kim, Jung-In;Youn, Jeong-Jin
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.225-234
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    • 2015
  • With the growing number of people that use web services, the perception of the importance of securing web applications is also increasing. There are many different types of attacks that target web applications. In the rapidly-changing knowledge and information society, which came into being with the advancements made in information and communication technology, there is currently an urgent need for building web sites for the purposes of developing one's creativity and character. In this paper, attack schemes that use SQL injections and XSS and target educational digital curation systems which provide educational contents with the aim of developing of one's creativity and character are analyze, in terms of how the attacks are carried out and their vulnerabilities. Furthermore, it suggests ways of dealing appropriately with these web-based attacks that use SQL injections and XSS.

Relations of Internet Game Intoxication and the Personality of Elementary Students in Geoje City (초등학생의 인터넷 게임 중독 실태와 인성과의 관계 -거제시를 중심으로-)

  • Kang, Soon-Ho;Lee, Jae-Inn
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.75-82
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    • 2011
  • Addiction to online games has been causing many problems for elementary school students such as school life, humanity, scholarship and physique. Considering the increase in children being addicted to internet games, there are growing needs for attention and countermeasures toward the children. Nevertheless, it leaves something to be desired. Especially, studies and counterplans for the children who live in the metropolitan are not suited with the circumstances of each regional child. Therefore, it's necessary to work out new research by regional student groups. That is why this study understands fundamental facts about the usage of the internet of elementary school students living in Geoje, Gyeongnam and figures out the effects of online game addiction on the formation of character. Also, it suggests the right direction of internet use to parents and teachers, as rousing the public interest about computer game addiction.

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A Study on the Specific Character of the High Income Woman-brackets Manner in Purchasing the Clothes (고소득층 여성의 의복구매행동특성에 관한 연구)

  • 장성옥;이은경
    • Journal of the Korean Society of Costume
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    • v.51 no.1
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    • pp.119-128
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    • 2001
  • This study gives information for the enterprise to map out a positive marketing strategy and facilitate a new product development by researching and analyzing the specific character of the high income woman-brackets. In order to do that, based upon the materials of the National Statistical office, I made a selection of the high income brackets, subdividing their scholastic ability into four serfs. The subject of the study was the women from twenties to sixties among customers of a high class dress shop in Taejeon. I made up 600 questionnaires for them. using 441 of these for the statistical analysis and making available the correlation analysis, the primary factor analysis, and $X^2$-test. This study is classified into the type of women customers purchasing clothes who are the high-income brackets. Intended to study a special quality of purchasing according to income. 1. The purchasing manner of the high-income brackets customers is exposed the luxurious vain purchasing manner, the rational reasonable manner, and idiosyncrasy individual manner in order 1) The consumer of the high-income brackets in general prefer to a high class clothes. In the contrast, low-income brackets prefer to rational reasonable consumption in spending money on clothes. 2) The favorite consumption manner of the high income brackets is the luxurious vain purchasing manner. This consumption values the more symbolic means the things show than owing the goods. 2. The higher standard of education and younger tends to be high in the luxurious, vain purchasing. 3. The unreasonable purchasing show an high irrelation at the impulse buying arid self-satisfaction. 4. Self-satisfaction shows the highest interrelation than any other variations in the concern of clothes. 5. The symbolic images which exerts an influence upon purchasing manner are the notable elements of constituting as growing older. 6. The high standard of education prefers to the rational resonable purchasing, but on the other hand shows a high rate at the unreasonable individual purchasing manner.

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${\ll}$영추(靈樞).논용(論勇)${\gg}$ 에 대(對)한 연구(硏究)

  • Lee Nam-Gu;Jang Dae-Won
    • Journal of Korean Medical classics
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    • v.13 no.1
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    • pp.328-344
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    • 2000
  • YoungChu NonYong(靈樞 論勇)seems to be named as such by its explanation in detail about the brave man who can and the coward who cannot stand pain respectively. In the first chapter, it is considered that the factors of diseases are dependent upon the state of skin and flash. In the second chapter, it is put about the problem of standing pain and not. In the third chapter, about the causes of resulting in brave or unbrave man. And in the fourth chapter, about drunken frenzy(酒悖). More concretely speaking, in the first chapter, it is explained that the factors of pathogenesis are related closely with the state of skin and flash, so to speak, though the outer factors which can arouse diseases should exist, the sensitivity of skin and flash which are the first defense tissue in human body, is more important factor. Undoubtedly, the environmental factors existing in physical nature which surrounds human life, have influenced upon human health, especially in ancient times. But, this chapter exhibits some reflections that ultimately the inner conditions of human body decide the attack of diseases. However, this chapter may have some corruptions for it reveals the contents which are not fit with the headline. In the second chapter, it is written that the sensitivity to pain is not only dependent upon the character of bravery but also upon the thickness of skin, the strength of flesh and the speed of response. In this we evidence that the ancient people had the idea that human pain-feeling is more dependent upon the degree of development of sensory neuron of physical body than one's character of bravery. In the third chapter, ti is described that the differences of physical development mainly influence the differences of the degree of mental bravery. In the fourth chapter, the drunken frenzy is explained. The implication is that as civilization has been growing, the drinking culture has made both in dividual and social health affair. The alcohol has the function of pleasing mind improving the quality of human life but it can also destroy both human body and mind when abused. About the harms like this, this part wams by the examples of drunken man's abnormal behaviors.

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A Study on the Narrative of Female Growth in the Film House of Hummingbird (영화 <벌새>의 여성 성장 서사 연구)

  • Kwon, Eunsun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.395-402
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    • 2022
  • The film House of Hummingbird intersects Korean modern history and personal history through the eyes of a teenage girl, and closely explores how patriarchy and Korean capitalism leave traces and internal impressions on the growing up of the female subject. This film is a meaningful text in terms of showing what changes can occur when the subject is transformed from a boy to a girl in the narrative of growth and when a feminist point of view is entered. House of Hummingbird reveals the weakness of the patriarchal symbolic order through the gaze of a teenage girl in the episodic narrative composition, and also discovers the possibility of close relationships and bonds between women in the gaps. In particular, Yeong-ji, the main character girl Eun-hee's Chinese language school lecturer, is a new female character that has never been seen in Korean teenage films. As a result, in House of Hummingbird, we meet a new female subject who negotiates the pain of growth in a 'good enough' condition.

II. Kernel Characters of Korean Indigenous Corn Lines (Zea maize L.) in Respect of Geographical and Cultural Magnitude (지역별 재배규모별로 본 재래종 옥수수의 특성조사(II))

  • Bong-Ho Choe;In-Sup Lee
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.23 no.2
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    • pp.133-140
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    • 1978
  • Kernel softness. density. size and 100 kernel weight of Korean local corn lines (Zea mays, 1.) were studied to find any relationship with cultural magnitude in regions. Kernel density. softness and size were greater in the Kangwon area than in other less growing areas. Kernel size was the only character showing great relationship with growing magnitude. Most of the collected lines were flinty type and no differences were found among various growing magnitudes. Kernel density was also the same through the growing magnitudes.

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