• Title/Summary/Keyword: 가치 지향적 소비

Search Result 51, Processing Time 0.02 seconds

MPEG-21 : Multimedia Framework Standardization Technology toward Ubiqutous Computing Environment (MPEG-21 : 유비쿼터스 환경에서의 멀티미디어 프레임워크 표준기술 개요 및 동향)

  • 남제호;김형중;홍진우;김진웅
    • Proceedings of the IEEK Conference
    • /
    • 2003.07d
    • /
    • pp.1455-1458
    • /
    • 2003
  • ISO/IEC 21000 (MPEG-21) 표준은 멀티미디어 컨텐츠 운용의 가치사슬(value chain) 전 과정 - 생성, 제작, 전달, 소비, 보호, 관리 및 유통 둥을 위한 하부 기반구조(infrastructure)들이 총체적으로 통합 관리, 체계화 될 수 있는 '멀티미디어 프레임워크'를 정의하는 국제 표준기술이다. MPEG-21 표준기술의 비전은 궁극적으로 사용자가 단말장치 및 컴퓨터 네트워크를 의식하지 않는 상태에서 시간과 장소에 구애받지 않고, 언제 어디서나 자유롭게 네트워크에 접속할 수 있는 환경, 즉 '유비쿼터스(Ubiquitous)' 서비스 환경에서의 원활하고 투명한 멀티미디어 컨텐츠 사용 환경 구축을 지향하고 있다. 본 논문에서는 현재까지 표준화 작업이 진행된 MPEG-21 표준기술의 개요 및 최신 표준화 동향 및 향후 진행방향에 대해서 서술한다.

  • PDF

Trend of Emotional UX Technology (감성 UX 기술동향)

  • Lee, H.R.;Park, J.S.;Lee, J.W.
    • Electronics and Telecommunications Trends
    • /
    • v.26 no.5
    • /
    • pp.83-91
    • /
    • 2011
  • 감성적 제품이 소비를 자극하는 시대가 도래함에 따라, 선진기업은 성숙기 ICT 산업 돌파구로 감성전달 기술에 주목하여, 시장 차별화에 주력하고 있으며, 성능 및 가격 위주의 시장전략에서 사용자 편의성과 만족도를 극대화시키는 소비자 감성 지향형 산업으로 재편을 꾀하고 있다. 진보된 ICT 기술과 심미적인 라이프 스타일 디자인을 통해 사용자와 기기가 교감하는 디지털 인터페이스를 제공하는 감성 UX(User eXperience) 기술은 새로운 형태의 의사소통 방식과 감정전달 메커니즘을 제시하여 사회구성원의 현재 정서를 인지하고 감정의 정화/승화/억제를 보조하여, 가족 및 사회 네트워크 자원과의 유대감을 확고히 함으로써 구성원의 삶의 가치를 향상시키고, 유비쿼터스 환경과 문화 속에서 사람과 정보를 보다 밀접하게 이어주는 매개가 될 것으로 전망하고 있다. 본 고에서는 우리나라가 이미 글로벌 경쟁력을 갖고 있는 모바일 기기, 디지털 TV, 디스플레이를 중심으로, 미래 감성 ICT 생태계의 기반이 되는 감성 UX 기술의 현재의 모습을 살펴보고, 향후 발전 전망에 대해 기술한다.

  • PDF

Research on Influencing Factors of Consumer Behavior of Fresh Agricultural Products E-commerce in China (중국 신선 농산품 전자상거래 소비자행동 영향요인에 관한 연구)

  • Gao, Ze;Kim, Hyung-Ho;Sim, Jae-yeon
    • Journal of Digital Convergence
    • /
    • v.18 no.6
    • /
    • pp.167-175
    • /
    • 2020
  • The purpose of this paper is to provide directional and policy references to develop a higher level of service quality and consumer-oriented e-commerce platform. This paper has established a model of consumer behavior of Chinese fresh agricultural e-commerce using customer satisfaction theory and cognitive value theory, and used survey and SPS23.0 to verify hypothesis. Studies have shown that when consumers consume fresh agricultural products, product quality, logistics and distribution service quality, interactive quality of e-commerce platform, and product price and cognitive value have a positive effect on consumer behavior. This study is meaningful in the study of consumer behavior of fresh agricultural e-commerce, and in the case of fresh agricultural e-commerce companies, consumer behavior can be understood. In the model constructed in this paper, the relationship between each influencing factor and consumer behavior is considered comprehensively, but the possible relationship between fine molecular factors has not been studied and analyzed. In the future learning process, it is necessary to make clear the characteristics and particularity of the industry, think about its influencing factors comprehensively and make in-depth analysis.

Study on Characteristics of Users for the Mobile Educational Game Contents (모바일 에듀 게임 콘텐츠에 대한 사용자의 특성 연구)

  • Ahn, Kyung-Whan;Hwang, Myung-Cheol
    • Journal of Digital Contents Society
    • /
    • v.10 no.2
    • /
    • pp.333-340
    • /
    • 2009
  • In the era of Web 2.0, the digital contents are becoming major cultural subjects and the scope and added value of digital content technology industry keep increasing. In order to prevent thoughtless expansion of consumption oriented contents to the multimedia motion picture generation and promote the contents industry in educational, industrial or cultural aspect, educational contents should be specialized as strategic products with increased educational and entertaining meaning. As a result, this study analyzed characteristics of users regarding how educational game contents are distributed to consumers by both male and female group. Then, it extracted development factors for expansion of educational games and presented direction to educational game contents development by using educational games according to changes in users in order to secure mobile flat form contents for effective learning.

  • PDF

A Study on the Experience Design and Practical Use of Experience by On- and Off-Line Environment (온 오프라인 환경에 따른 경험의 활용과 경험디자인에 관한 연구)

  • Yoon, Se-Kyun;Kim, Tae-Kyun;Kim, Min-Su
    • Archives of design research
    • /
    • v.18 no.3 s.61
    • /
    • pp.5-14
    • /
    • 2005
  • In the past, consumers sought utilitarian and defensive consumption in an attempt to move to a balanced state. However, today's consumers go beyond this to consume more for hedonic and creative reasons if not for sheer pleasure. There is an obvious shift from the type of consumption that satisfies basic desires through the characteristics, convenience and quality of goods and services to an era of 'experiential consumption,' in which consumers pursue distinctive value systems and way of life along with a total 'experience' provided by such goods and services. Such a sign of the times has given birth to the experience design that aims at maximizing the strategic use of experiences in design. Research on this subject is gradually increasing. The research and application peformed even without the proper understanding about the concepts and purposes of experience design, however, is likely to deviate from the true nature in its process or method. Also, they are likely to cause rather than solve problems. Accordingly, this study examined the meaning of experience from a spatial aspect, focusing on areas that recognize the experience as economically valuable, making the most of it substantively. The main concept of experience practical used on-line is enhancement of the usability of a medium by reflecting the experience of users accustomed to both off-line and on-line environments and materializing the environment doser to and more familiar with the users, thus allowing them to comfortably use the medium. This is to allow the users to feel more comfortable. The experience practical used pertaining to off-line is a tool to fulfill the sensitivity of users, with efforts to create new, future-oriented consumer values. This, based on the understanding of consumer behavior, seeks to maximize the consumption experience of consumers by providing a combination of sensual and sensitive experiences as well as to enhance the existing experiences by permitting users to create new, extended experiences from the fixed characteristics of products. Furthermore, it aims to provide consumers with the hedonic experience of play through the joy, fun and uniqueness of alternate experiences.

  • PDF

Present State and the Promotion Course of Culture Contents Industry in Gyeongbuk Province (경북 문화콘텐츠산업의 현황과 육성 방향)

  • Seo, Kok-Suk
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.5
    • /
    • pp.137-144
    • /
    • 2009
  • Culture contents industry in Gyeongbuk province has consumption system, being small-scale, an lacking infrastructure, imbalance, a shortage of strategy, and so on. But, culture contents industry in Gyeongbuk province has great possibilities in abundant culture resources, a prospect of the culture contents industry and future effective promotion strategy. And the promotion plans are the digitalization of the cultural original form, the edutainment of the Confucianism culture, construction of a traditional cultural digital center, location marketing, establishment of Documentary Film Council, culture literacy, an orientation of small film, promotion of the global city and the culture base city, development of killer contents, exploitation of tourism resource, discriminating strategy, and so on. Actually Gyeongbuk province should need to promote the culture contents industry because of high added value, an effect on related industries, utility of the digital culture contents, extension of a market scale, a rapid growth speed, and so on.

An Inquiry into the Cultural Identity of Korean Design: 'Well-Being' and 'Body-Mind Monism' (한국 디자인의 문화적 정체성에 대한 소고: '웰빙'과 '심신일원론')

  • Ko, Young-Lan
    • Archives of design research
    • /
    • v.17 no.4
    • /
    • pp.169-176
    • /
    • 2004
  • It is incontestable that the essence of the current fever of well-being is pseudo-ideology, which is the commercialized well-being. Nevertheless, the potential value as the cultural contests of Korean Design, reaching the philosophy of well-being, must not be overlooked. Being more than its dictionary meaning of 'happiness' and 'welfare', well-being aims peace of mind and richness in mentality, thus supports the life style of 'Body-Mind Monism'. As a trend that has taken a ride on the consumerism, it is inevitable to excavate the benign cultural value that an ordinary sign of well-being lacks in order to create a peculiar model of Korea's design contents by sublimating the commodity aesthetic of well-being into an alternative argument possessing the cultural identity of Korea. Well-being, not much different form an attitude of following the 'ways of nature', is a typical model of non-dualistic thinking of East Asia. By tracing back to the indication of well-being that already existed in the non-dualistic thought and design of East Asia, the genealogy connecting the current phenomena of well-being to the Body-Mind Monism can be found in the cultural traditions of as close as Korea and as far as East Asia. In the case of adopting the monistic way of East Asian thinking that sees body and mind as one not two as the theoretical background of well-being imported fro the West, it is expected to provide a solution for the design discourse of Korea to be out of colonialism. Well-being contributes to the monistic awareness in the period of self-reflected modernization, which needs to search new values based on the reconsideration of dualistic paradigm centered on the Western culture, thus it is worth putting anticipation on the potential significance well-being would have in the field of national as well as international design world.

  • PDF

Study on the Application Methods of Big Data at a Corporation -Cases of A and Y corporation Big Data System Projects- (기업의 빅데이터 적용방안 연구 -A사, Y사 빅데이터 시스템 적용 사례-)

  • Lee, Jae Sung;Hong, Sung Chan
    • Journal of Internet Computing and Services
    • /
    • v.15 no.1
    • /
    • pp.103-112
    • /
    • 2014
  • In recent years, the rapid diffusion of smart devices and growth of internet usage and social media has led to a constant production of huge amount of valuable data set that includes personal information, buying patterns, location information and other things. IT and Production Infrastructure has also started to produce its own data with the vitalization of M2M (Machine-to-Machine) and IoT (Internet of Things). This analysis study researches the applicable effects of Structured and Unstructured Big Data in various business circumstances, and purposes to find out the value creation method for a corporation through the Structured and Unstructured Big Data case studies. The result demonstrates that corporations looking for the optimized big data utilization plan could maximize their creative values by utilizing Unstructured and Structured Big Data generated interior and exterior of corporations.

천연 항균복합제재에 의한 농산물 식품원료의 선도유지효과

  • 정준호;조성환
    • Proceedings of the Korean Society of Postharvest Science and Technology of Agricultural Products Conference
    • /
    • 2003.10a
    • /
    • pp.189.2-190
    • /
    • 2003
  • 현재까지 미생물의 증식을 억제하는 보존제로는 인공합성품이 많이 알려져 이들이 주로 상업적으로 사용되고 있으나 그 안정성이 경우에 따라 문제되고 있으며 근래소비자의 건강 지향적 욕구가 증대됨에 따라 인공합성품의 기피현상이 두드러지고 있다. 따라서 이들 천연 항균물질의 개발과 이용은 인공 합성보존제의 대처라는 의미와 소비자기피현상을 유발시키지 않으면서 각종 가공식품의 저장성향상 및 저온 유통식품의 안정성확보라는 견지에서 그 중요성이 있다. 본 실험에서는 식품의 미생물 작용에 의한 변질의 저해 효과가 뛰어난 식물성천연항균제품(Botanical antimicrobial agents-Citrus product : 이하 BAAC라 칭함)에 천연보조제(Ginseng extract, Aloe, 매실추출물)를 첨가하여 Paper disk 법에 의한 항균성 검사를 실시한 결과 Ginseng extract를 첨가한 경우 생육저해환이 가장 크고 뚜렷하게 나타났다. 따라서 BAAC에 보조제(Ginseng extract)를 첨가하여 제조 된 천연 항균복합제재(이하 BAAG라 칭함)를 우유에는 각 농도별로 첨가하여 4$^{\circ}C$의 냉장상태와 2$0^{\circ}C$의 상온에서 저장하였고, 계란과 콩나물의 경우는 침지 처리한 후 꺼내어 상온에서 저장하면서 각각 주사전자현미경 관찰, 대장균수, 총균수의 변화, 외관상의 변화에 미치는 영향을 무처리 대조구와 비교하면서 조사하였다. 아울러, 계란의 경우는 조단백함량의 변화도 관찰하였다. 주사전자현미경 촬영사진의 결과 분석을 통하여 BAAG를 처리한 균체 세포는 세포막 및 세포벽 기능이 파괴되어 세포내용물이 균체외부로 유출되어 균체의 생육이 억제되며 성장을 저해 또는 사멸시키는 것으로 나타났다. 대장균수는 우유, 달걀 및 콩나물의 모든 처리구에서 BAAG의 첨가에 의해 성장이 억제되었으며 농도가 증가시킬수록 균증식 억제 효과가 뚜렷하였으며, 총균수도 압도적으로 낮은 간을 보여주었다. 달걀의 조단백함량의 변화는 BAAG를 처리하지 않은 무처리 대조구에 비하여 침지 처리한 경우가 조단백 변화가 크지 않았다. 즉, BAAG의 침지 처리한 경우, 저장기간 14일이 경과 한 후에 10%정도의 수준으로 감소한데 반하여, 무처리구인 대조구의 경우, 23%수준으로 감소 증도가 증가하였다. 외관상의 변화와 상품 가치를 측정한 결과는 달걀의 경우, 14일이 경과후에는 무처리 대조구에서 흰자위의 감소와 노른자위와의 경계가 뚜렷하지 못하여 상품으로서의 가치가 크게 떨어진 상태였다. 우유의 경우에는 4$^{\circ}C$와 2$0^{\circ}C$에 저장된 대조구에서는 각각 3일과 12일경과 후 강한 부패취와 아울러, 표피의 갈변정도가 심하되어 관능적으로 부패상태를 인지할 수 있었다. 콩나물의 경우도 저장3일 경과 후에 부패취와 함께 점질성 갈변물질이 생성되었다. 이와 같은 결과로 볼 때, BAAG의 처리는 BAAC의 경우보다 가격은 저렴하면서도 항균력은 우수한 천연 항균복합제재로써 농산물 식품원료에 적용하여 선도유지 기간을 연장할 수 있는 효과를 기대할 수 있었다.

  • PDF

The Limits and Possibilities of Political-economy Paradigm in Korean Media Studies (한국 미디어 정치경제학의 한계와 가능성 탐색)

  • Im, Yung-Ho
    • Korean journal of communication and information
    • /
    • v.70
    • /
    • pp.9-34
    • /
    • 2015
  • While dramatic shifts in the media environment underscore the emerging importance of structural approaches in media studies. political economists in Korea have failed to meet such demands. It is particularly noteworthy that their most serious weakness lies in economic theories. This paper aims to examine major problems in political economic approaches in Korea and suggest some research agenda and directions for the future. Above all, political economists need to scrutinize and elaborate both microscopic and macroscopic frameworks. On the microscopic level, they may learn tremendous implications from the "audience-commodity" thesis and recent debates on "information goods" among Korean economists. For the more macroscopic part, it is urgently needed to delve into mid-level issues that may illuminate specific ways the media capital operates: trends in the accumulation of capital, the influence of technological innovation, changes in the labor process, and the relations among production, circulation and consumption sectors.

  • PDF