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A Study on the Trade Intensity of Garments in Myanmar (미얀마 의류 무역결합도에 관한 연구)

  • Bae, Hong-Kyun;Kang, Shin-Won
    • International Area Studies Review
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    • v.21 no.1
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    • pp.137-161
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    • 2017
  • This paper examines Myanmar's garment industry comparative's competitiveness by selecting Korea and Japan-Myanmar's main target exporting countries for their garment industry-and China and Thailand, the neighboring countries it has continued to have business relationships with since the economic sanctions in selecting the target countries, this study presents a competitive outlook at the Myanmar garment industry's potential for the future by analyzing trade intensity per main garment product. Therefore, Korea should recognize the advantages of Myanmar, compared to other countries with similar competitiveness in the textile industry, and should develop Myanmar textile industry into a future-oriented garment industry through measures such as labor force training, scaling up both industrial relations and safety facilities, and establishing sound labor-management relations.

A study on change of gamification marketing through social media -Focusing on the marketing of facebook fan page and instargram hashtag- (소셜미디어를 통한 게이미피케이션 마케팅의 변화 방향에 대한 연구 - 페이스북의 팬페이지와 인스타그램의 해시태그 마케팅을 중심으로 -)

  • Moon, Ha Na;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.209-221
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    • 2015
  • This study investigates in depth of the new marketing trend, in which social media, an effective marketing tool for promoting a new product, and gamification technic of engaging consumers in communication, are combined. Although gamification has been applied to various fields for a long time, conventional way of applying gamification is different from when it is combined with socialmedia. Therefore, this study examines the background and characteristics of the convergence phenomena between the social media and gamification based on the theoretical consideration of the social media and gamification. Then, the cases of social media marketing utilizing gamification are analyzed and classified into general participation, active participation, creative behavior, networking, and experiential type according to the user's different levels and ways of participation. As a result, when the social media and gamification are combined, the change of an aspect is found to be more meaningfully influential to today's consumers as in competition - achievement - relationship, compared to the conventional way of game mechanics. This study has significance in the way that it established a useful basis for the marketing strategy through the study of the new game mechanics that has been applied to social media marketing utilizing gamification.

A CF-based Health Functional Recommender System using Extended User Similarity Measure (확장된 사용자 유사도를 이용한 CF-기반 건강기능식품 추천 시스템)

  • Sein Hong;Euiju Jeong;Jaekyeong Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.1-17
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    • 2023
  • With the recent rapid development of ICT(Information and Communication Technology) and the popularization of digital devices, the size of the online market continues to grow. As a result, we live in a flood of information. Thus, customers are facing information overload problems that require a lot of time and money to select products. Therefore, a personalized recommender system has become an essential methodology to address such issues. Collaborative Filtering(CF) is the most widely used recommender system. Traditional recommender systems mainly utilize quantitative data such as rating values, resulting in poor recommendation accuracy. Quantitative data cannot fully reflect the user's preference. To solve such a problem, studies that reflect qualitative data, such as review contents, are being actively conducted these days. To quantify user review contents, text mining was used in this study. The general CF consists of the following three steps: user-item matrix generation, Top-N neighborhood group search, and Top-K recommendation list generation. In this study, we propose a recommendation algorithm that applies an extended similarity measure, which utilize quantified review contents in addition to user rating values. After calculating review similarity by applying TF-IDF, Word2Vec, and Doc2Vec techniques to review content, extended similarity is created by combining user rating similarity and quantified review contents. To verify this, we used user ratings and review data from the e-commerce site Amazon's "Health and Personal Care". The proposed recommendation model using extended similarity measure showed superior performance to the traditional recommendation model using only user rating value-based similarity measure. In addition, among the various text mining techniques, the similarity obtained using the TF-IDF technique showed the best performance when used in the neighbor group search and recommendation list generation step.

A Study of the method about Improving engineer by YeGamChang creating mechanism (예술창조 매커니즘을 통한 창조적 공학인의 육성 방안 연구 -교육 사례를 중심으로-)

  • Kwon, Yong Rang;Lee, Kyung Hwan;Kim, Su Jeong
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.11-17
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    • 2011
  • As a rapid rate of social change and competitive, paradigm of industry environment manufacturing products and services is shifted. Engineers design, develop, manufacture the products and services are strongly asked competency of different new creative practices. This means while industrial structure has been shifted from mass production to various allied production and social engineering based production, qualifications of engineers are required to individual creative competency as alternatives. In order to improve the competency, engineer become the creative people have ability to develop the professional knowledge competency and expand the competency to convergence the new product and services with sensing the life and social structure shift, human engineering, psychology, and emotion. For the competency, we develop the training program "improving convergence, creativity through Art." we intend that the program should be composed of creative engineering mechanism combined creative arts mechanism. It has been operated to the engineers for 17 weeks. we will discuss the program result and research direction and utilization in depth.

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A Data Migration Model and Case Study for Building Management System of Science and Technology Contents (과학기술정보콘텐츠 통합관리시스템 구축을 위한 데이터 마이그레이션 모델 수립 및 적용 사례)

  • Shin, Sung-Ho;Lee, Min-Ho;Lee, Won-Goo;Yoon, Hwa-Mook;Sung, Won-Kyung;Kim, Kwang-Young
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.11
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    • pp.123-135
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    • 2011
  • The domestic market of database in Korea is estimated to be over 3.663 trillion won. The data migration is getting to be more important along with the continuous growth of the database industry. g-CRM and private recommending function are examples of the service that can be given through coupling among customer database, product database, geographic information database, and others. The core infrastructure is also the database which is integrated, perfect, and reliable. There are not enough researches on efficient way of data migration and integrating process and investigation of migrated data though trends of database in IT environment as above. In connection with this issue, we have made a model for data migration on scientific and technological contents and suggest the result of data migration process adapting that model. In addition, we verified migration's exhaustiveness, migration's consistency, and migration's coherence for investigation of migrated data and database. From the result, we conclude data migration based on proper model has a significant influence on the database consistency and the data values correctness and is essential to maintain high qualified database.

A Study of Predictability of VKOSPI on the KOSPI200 Intraday Jumps using different Jump Size and Trading Time (점프발생 강도 및 거래시간에 따른 변동성지수의 KOSPI200 일중 점프 예측력에 관한 연구)

  • Jung, Dae-Sung
    • Management & Information Systems Review
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    • v.35 no.1
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    • pp.273-286
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    • 2016
  • This study investigated the information contents of KOSPI200 Options for intraday big market movement by using minute by minute data. The major findings are summarized as follows; First, big market movement occurred more frequently during 9:00~10:00 and 14:00~14:50. These phenomena reflect market unstability just after opening and near closing. Second, VKSOPI is most closely associated with extreme changes such as KOSPI200 jumps. Third, VKOSPI is showed more predictive power with negative KOSPI200 jumps than KOSPI200 jumps. Fourth, VKOSPI showed predictive power for the positive and negative jumps up to 30 minutes before the jumps occurs. The purpose of this study is to explore the most recent topics in the field of finance, research on market microstructure. This study is an important contribution to investigate intraday information comprehensively in terms of market microstructure effects using the 15-year long-term and the high-frequency data(minute by minute). The results of this study are expected to contribute to detect intraday true jumps, proactive development of market risk indicators, risk management, derivatives investment strategy.

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A Proposal on Fintech Platform Model Based on Digitalized Securities to Activating the Independent Financial Advisory System (독립투자자문업 활성화를 위한 디지털 수익증권 기반 핀테크 플랫폼 모델 제안)

  • Moon, Myung-Deok;Kim, Sun-Woong;Choi, Heung Sik
    • Knowledge Management Research
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    • v.23 no.1
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    • pp.149-164
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    • 2022
  • This paper analyzes the independent financial advisory business that is not yet active in Korea and proposes a plan to activate the independent financial advisory business using fintech technology. A bill was enacted in 2017 for the domestic independent financial advisory business, but it has not been activated much until now for various reasons. Although existing studies have proposed solutions in various ways, there is no clear solution yet. This paper proposes a new method of revitalizing the independent financial advisory business through fintech technology using the trust system that has recently attracted attention. Digital securities fintech technology using blockchain distributed ledger technology presents new possibilities in the real estate and music copyright markets, and related fintech venture companies continue to emerge in Korea. By combining these digital securities fintech technologies and the business process of ETF, a method was derived so that independent financial advisors can have their own financial products. The proposed model is more decentralized than the existing financial product sales structure, and presents the possibility of a protocol economy through a structure close to a private blockchain while complying with the existing financial order. This paper is meaningful in that it presented new solutions to completely different markets from information convergence perspectives on two completely different markets, and we hope that more business solutions will emerge through knowledge management activities that converge various perspectives in the future.

A Study of the Factors influencing User Acceptance of Social Shopping based on Social Network Service (소셜네트워크 서비스 기반의 소셜쇼핑 사용자 수용에 영향을 미치는 요인에 관한 연구)

  • Hwang, Hyun-Seok;Lee, Xintao
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.1
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    • pp.61-71
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    • 2014
  • Recently social shopping, combining e-Commerce with Social Network Service, become a brand-new eBusiness model. In this paper, we aim to identify the structural relationship of the factors affecting the intention of using social shopping. Reviewing the previous works of social shopping, internet shopping and TAM (Technology Acceptance Model), we extract factors affecting the intention of using social shopping and build a structural research model among these factors. To analyze the structural relationship among theses factors, we perform an empirical study - gathering data from a survey and analyzing gathered data using EFA (Exploratory Factor Analysis) and SEM (Structural Equation Model) to identify the structural relationship. We also analyze moderating effect of past experience of social shopping and gender. As a result, We also can find that two factors - Perceived usefulness and Expected enjoyment - are the key factors influencing acceptance of social shopping and that more segmented strategies are required to attract customers since factors affecting Intention to use are somewhat different according to past experience and gender of respondents.

Clustering Algorithm using the DFP-Tree based on the MapReduce (맵리듀스 기반 DFP-Tree를 이용한 클러스터링 알고리즘)

  • Seo, Young-Won;Kim, Chang-soo
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.23-30
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    • 2015
  • As BigData is issued, many applications that operate based on the results of data analysis have been developed, typically applications are products recommend service of e-commerce application service system, search service on the search engine service and friend list recommend system of social network service. In this paper, we suggests a decision frequent pattern tree that is combined the origin frequent pattern tree that is mining similar pattern to appear in the data set of the existing data mining techniques and decision tree based on the theory of computer science. The decision frequent pattern tree algorithm improves about problem of frequent pattern tree that have to make some a lot's pattern so it is to hard to analyze about data. We also proposes to model for a Mapredue framework that is a programming model to help to operate in distributed environment.

Policy Issues for the Globalization of Korean Traditional Liquer (전통 우리술의 세계화를 위한 정책과제)

  • Lee, Dong-Phil
    • Food Industry And Nutrition
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    • v.11 no.2
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    • pp.1-9
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    • 2006
  • 우리 전통술산업의 육성은 원료농산물의 소비증대와 수입주류의 대체, 전통문화의 복원 등 다양한 의미를 가지고 있다. 즉 쌀과 잡곡, 과일, 약초 등 우리 농산물로 빛은 민속주의 재현을 통해 개방여파로 인해 남아도는 우리 농산물의 소비증대와 국민들의 건강 증진, 전통문화의 계승발전에도 기여할 수 있기 때문에 산업적 활성화의 필요성이 크다. 특히 술은 지역축제나 관광, 예술 등과 결합한 고부가가치 문화상품이 될 수 있는 만큼 그린투어리즘(green tourism)이나 농촌문화관광을 풍요롭게 하는 중요한 컨텐츠가 될 수 있을 것으로 기대된다. 우리술산업의 활성화를 위한 정책과제로는 다음을 제시할 수 있다. (1) 우리술의 맛과 향, 숙취제거 등 품질을 개선하되 특히, 젊은층과 서민들의 기호에 맞으면서도 건강기능성을 가미한 다양한 제품의 개발과 포장 및 디자인의 개선이 필요하며 이를 위해 전문연구기관을 설립하거나 한국식품개발연구원을 통한 연구개 발과 교육 훈련이 선행되어야 한다. (2) 우리술의 품질관리와 차별적 유통을 위한 브랜드화가 필요한데 이는 지방자치단체와 관련업체에서 지역에서 생산되는 술에 대해 원료나 제조방법, 생산지역 등 품질기준과 표기방법을 제도화하고, 이를 소비자들에게 알리는 방법을 강구해야 한다 (3) 시음회나 품평회, 우리술페스티벌 등 다양한 이벤트행사를 통해 우리술에 대한 부정적 이미지를 개선하고 소비를 촉진하기 위해서는 적극적인 홍보와 판매촉진이 필요하다. (4) 우리 전통술의 품질향상과 가격인하를 위해 시설현대화와 기술개발, 포장 및 디자인개선, 원료구입, 홍보 및 판매촉진 등에 소요되는 자금을 지원하고 주세 차등화 등 조세감면과 경영컨설팅 등의 지원이 필요하다. (5) 현재 국회에 계류 중인 [전통술산업육성 및 지원법(안)]를 통과시켜 제도를 정비하고, 여러 부처에 흩어져 방치되고 있는 농민주 및 민속주 관련 행정체계를 정비해야 한다.

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