Business models in open market systems targeting smart phone users are determined by several important factors. First, by providing developers efficient technical platforms, it contains a setting for developers to learn, apply and improve the skills relating to the product category easily while they stay beyond a corporate boundary. Second, by the first condition, a huge population of talented developers becomes to join a specific open market where will invite more customers to use their applications. Hence it will attract more and more developer participants who will finally give a rise to a persistent market growth. Third, the evaluation system between platform providers and application producers, and one between application producers and application users may underlie the trust relationships between them. The research conducted a multiple embedded case study to test the success factors of open market based business models. It focused on smart phone game communities that have installed user evaluation, and feedback systems. The user innovation empowerment model within the social game networks has highlighted the theories on the roles and characteristics of lead users, and lead user network behaviors for future NPD participations.
The brand-based online community recently plays an important roles for consumers to facilitates searching and sharing information among them. Firms often find such a brand community as a critical channel to gain collective intelligence for developing new ideas and products. As a new web platform such as web 2.0 has been introduced, consumers could more easily participate in the new social networks created by sharing mutual value and belief among themselves. Accordingly firms began to recognize potentials of online brand assets and pay attention to the importance of online brand community loyalty. Previous research related to online community tends to focus on identifying the antecedents of community loyalty and their subsequent impacts on brand. They, however, tend to neglect the importance of individual characteristics of online community users. As integrating the fragmented variables with an individual characteristics, therefore, this study reexamined the impacts of interactivity, information, reward, and personalization services provided by an online brand community on the sense of community, community loyalty, and brand attitude. Also, this study investigated how users' individual characteristics(need for cognition: NFC) can play moderating roles among the variables identified in the previous research. A field survey was administrated and 671 valid samples were collected. In order to test the hypothesis we conducted the multi-sample structural equation modeling(MSEM) between two groups(a group with high vs. a group with low level of NFC). Results show that previously identified variables such as interactivity, information, reward, and personalization services have significant effects on the sense of community as previous research demonstrated. Subsequently, the sense of community positively influences the community loyalty and brand attitude. However, when considering the NFC as a moderating variable, we found that the effect of interactivity and reward service on the sense of community was stronger for a group with a lower level of NFC compared to a group with a higher level, while the effect of information providing service on the sense of community was stronger for a group with a higher level of NFC compared to a group with a lower level. This research revealed that NFC can affect the degree of individual perception on the sense of community which has been considered as an important indicator for the community loyalty and brand attitude. Hence, when firms developing customer relation strategy through building an online brand community, they need to reflect customers' NFC and accordingly provide varying degree of interactivity, information, reward, and personalization services.
Due to its well-known function in parturition and milk ejection, oxytocin (OT) has been considered as a 'female neurohypophyseal hormone'. Recent studies, however, clearly indicate that OT has some local roles in male reproduction via both central and peripheral routes. In experimental rodents, OT is released within distinct brain regions in response to social stimuli, and the brain OT receptor (OTR) mediated actions were strongly involved in the regulation of a variety of male behaviors such as mating-associated behaviors. In particular, OT and/or OTR knockout mice provide important clues about the molecular regulatory mechanism of the socio-sexual behaviors. Several lines of evidence also show that OT is synthesized within rodents testis, epididymis and prostate, and the presence of OTRs in these organs. In rodent testes, OT might have a role in the modulation of steroidogenesis via stimulation of the conversion of testosterone (T) to dihydrotestosterone (DHT) by 5alpha-reductase. Similar effects of OT on this androgen conversion were observed in epididymis and prostate suggesting the OT's modulatory role, such as contractility induction, in these androgen-dependent organs. In this context, further investigations on the OT's role in male CNS and reproductive organs are likely to provide better understanding on the complex socio-sexual behaviors and a platform for development of therapeutics to treat some psychological and/or andrological problems.
In this study, we tried to produce moving-image works through sentiment analysis of music. First, Google natural language API was used for the sentiment analysis of lyrics, then the result was applied to the image visualization rules. In prior engineering researches, text-based sentiment analysis has been conducted to understand users' emotions and attitudes by analyzing users' comments and reviews in social media. In this study, the data was used as a material for the creation of artworks so that it could be used for aesthetic expressions. From the machine's point of view, emotions are substituted with numbers, so there is a limit to normalization and standardization. Therefore, we tried to overcome these limitations by linking the results of sentiment analysis of lyrics data with the rules of formative elements in visual arts. This study aims to transform existing traditional art works such as literature, music, painting, and dance to a new form of arts based on the viewpoint of the machine, while reflecting the current era in which artificial intelligence even attempts to create artworks that are advanced mental products of human beings. In addition, it is expected that it will be expanded to an educational platform that facilitates creative activities, psychological analysis, and communication for people with developmental disabilities who have difficulty expressing emotions.
Journal of the Korea Academia-Industrial cooperation Society
/
v.18
no.7
/
pp.284-289
/
2017
This study examined Korean traditional dancing performances in small theaters as a phenomenological approach. Korean traditional dances, as cultural welfare, are expected to be attractive to the public and our cultural heritage is expected to be inherited from them. The purpose of this study was to provide basic data for Korean tradition dancing to be supplied to the public as a Traditional Cultural Welfare Program. A qualitative approach was taken to best achieve the aims of this study. The data used in this study were collected from July 10th to September 1st, 2016, using in-depth interviews. Seven Korean dance professionals with more than 15 years' experience in traditional dancing performance were enrolledin this study. The traditional dancing performance in small theaters is necessary in terms of providing concert halls to local cultural artists and high quality performances to audiences as traditional cultural welfare. The traditional dancing performance in small theaters as cultural welfare will provide a platform to enjoy various traditional cultures across all ages and all class levels of the society in auniversal dimension.
The meaning and role of science culture based on such values as rational thinking, creativity, critical validation has been growing in the process of discussing various social problems. In order to diffuse science culture, it is important to sustain citizen's activeness by providing contents which can induce interest on the base of two-way communication between public and experts and to support citizen activities performed voluntarily. To that end, various people such as scientist, government policymaker, communicator, those in charge of culture and art, exhibition curator should make up collaboration system and such requirement as motivation, leadership, agreement between the participants, communication, trust relationship is also to be met properly in order to proceed collaboration efficiently. This study reviews how these factors are coming true in governmental project for science culture and develops proposal for improvement on the base of opinions collected through expert meetings, interviews, workshop and data research. In addition, it explains that government must strengthen scientific cultural project personnel and lay infra such as communications hub, regional center, platform and improve the business selection method to promote competition and collaboration among project participants with reformation of reward and regulatory systems. It is performed to suggest comprehensive ways to increase efficiency of project for science culture out of not the deficit model which regard public as passive acceptant but context model or PES(public engagement in science) that take public who focus his attention and participate actively into account.
Purpose - As the scope of existing digital transformation expanded to various degrees, the Fourth Industrial Revolution came into being. In 2016, Klaus Schwab, Chairman of the World Economic Forum (WEF), said that the new technologies that lead the fourth industrial revolution are AI, Block chain, IoT, Big Data, Augmented Reality, and Virtual Reality. This technology is expected to be a full-fledged fusion of digital, biological and physical boundaries. Everything in the world is connected to the online network, and the trend of 'block chain' technology is getting attention because it is a core technology for realizing a super connective society. If the block chain is commercialized at the World Knowledge Forum (WKF), it will be a platform that can be applied to the entire industry. The block chain is rapidly evolving around the financial sector, and the impact of block chains on logistics, medical services, and public services has increased beyond the financial sector. Research design, data, and methodology - Figure analysis of data and social science analytical software of IBM SPSS AMOS 23.0 and IBM Statistics 23.0 were used for all the data researched. Data were collected from hotel employees in China from 25th March to 10th May. Results - The purpose of this study is to investigate the effect of the block chain characteristics of the existing hotel reservation system on the intention to use and to examine the influence of the block chain characteristics of the hotel reservation system on the intention to use, We rearranged the variables having the same or similar meaning and analyzed the effect of these factors on the intention to use the block chain characteristic of the hotel reservation system. 339 questionnaires were used for analysis. Conclusions - There are only sample hotel workers in this study, and their ages are in their 20s and 30s. In future studies, samples should be constructed in various layers and studied. In this study, the block chain characteristics are set as five variables as security, reliability, economical efficiency, availability, and diversity. Among them, Security and reliability made positive effects on the perceived usefulness. Also, security and economics did on the perceived ease. Availability and diversity did on both perceived usefulness and perceived ease. Perceived ease did on perceived usefulness. And perceived ease and perceived usefulness did on user intent. But security and economics did not on the perceived usefulness
As the population of silver generation is increased, there are emerged the aging society and the silver industry as social issues. Previous studies in the fields of library & information science, education, the industrial art science suggested the need for fairy tale books for the silver generation, and from the design perspective, the characteristics of fairy tale books for the silver generation were analyzed. A fairy tale book is not only a medium delivering some information, but also a platform that a writer provides services to readers. Therefore, the purpose of this study aimed to suggest the importance of sensual experience on the design of fairy book for the silver generation, and to analyze such kind of fairy book's format, grid, typography, type, edition structure, image, layout, cover, paper, printing and production on the basis of five senses. According to the findings of this study, it was found that fairy tale books for the silver generation had different characteristics(type, picture, color, paper, etc.) from those for children, and it would be desirable to make designs for fairy tale books for the silver generation under the silver generation's esthetics standards with considering the silver generation's physiological, psychological factors. It is expected that this study would become a good foundation for more intensive researches for fairy tale books for the silver generation in future and would also be theoretically helpful in developing fairy tale books for the silver generation in future.
With the growing interest being reflected in the FinTech industry, much attention has been paid to mobile easy payment services as well. In the era of mobile commerce, the core advantage of using mobile easy payment services(simplifying complex payment procedures and thus facilitating user convenience and reducing the chance of giving up payment) are being more emphasized. Mobile easy payment service market not only includes mobile easy payment service providers but also users, non-users, affiliates, banks, and credit card companies as main stakeholders. Exploring those stakeholders is thus important to thoroughly understand such market. However, extant literature on mobile easy payment services mostly focuses on examining adoption intention of users or non-users. This study, an exploratory research based on interviews, thus aims to extract driving as well as inhibiting factors of mobile easy payment service use from six different perspectives (i.e., social platform, bank, credit card company, affiliate, user, and non-user) and analyze a sequence of cause and effect for each factor. For this, the causal loop diagram was developed to deduce key issues and propose an alternative. Theoretical and practical implications of this study will also be discussed.
In current society, the digital era that makes enormous amount of data, and the diversified city, the smart space, which has characteristics of creating, collecting and representing data, is appeared. After 2012, in the social media environment called hyper-connected society with wide-spread smart phone, people started to get interested in public data and big data by generalized mobile device and SNS. At first, development of forming platform of data was focused, but now, many different idea from diverse area have been suggested about data analysis and usage to visualize the space intellectualization service. To focus on the visualization process to increase the usage of this public data for ordinary people more than specialized people, this research grasps the present condition of open data and public data service from the current public data portal and considers the applicability of them. As the result of research, the analysis and application of data to ordinary people decrease the use of paper documents, and this research will help to develop the application which is fast and accurate about individual behavior and demand to utilize public data service in intellectual space.
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