• Title/Summary/Keyword: 구매 기록 정보

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An Integrated Tool Model for the Management of Process and Artifact Management on CBD (컴포넌트 기반 개발에서의 프로세스 관리와 산출물 관리를 통합하는 도구의 모델)

  • Kim Young-Hee;Chong Ki-Won
    • Journal of Internet Computing and Services
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    • v.5 no.4
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    • pp.11-22
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    • 2004
  • Works that improve the process and notify the improved process, the product and the change of tasks to all users are essential in achieving project. Existent project management tools support the definition and the change of project activities, and configuration management tools support version check, workspace management. build management. etc. It costs too much to buy each tool. as well as, it is burdensome to learn usage for various tools. Therefore the web-based integrated tool is proposed to manage the process and artifacts at a time in this paper. The proposed tool defines component based development process model. and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using ebXML. Furthermore, the stakeholders get the systematic management and standardization by sharing information that are necessary in process achievement and configuration management in distributed environment using the integrated management tool.

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A Survey on Food Purchasing Behavior among Middle School Students (중학생의 식품 구매 행동 실태)

  • Oh, Mi-Ran;Lee, Hye-Suk;Na, Hyeon-Ju;Kim, Young-Nam
    • Journal of Korean Home Economics Education Association
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    • v.18 no.4 s.42
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    • pp.173-192
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    • 2006
  • The purpose of this study was to provide basic data for developing nutrition education program focusing on the health-oriented food choice and purchase which affect the adolescents' health. The data was collected by means of questionnaire from the total of 273 students who were living in cities and myun district and final 253 questionnaires were analyzed by using the SPSS/WIN 10.0 program. The results are summarized as follows. First, the major source of information on food was mass media, especially advertisement and students spent $20{\sim}30%$ of allowance on food purchase. The students purchased cookies or ice cream mainly, once every 2-3 days at the store near house, after school, for appeasing hunger or thirst. The influence of gender, mother's education level, economic status of family, the amount of allowance, the period of receiving allowance, the details of allowance recording, school location on food purchasing behavior were significant(p<.05). Second, the price and taste were the most important factors when the students purchase food. Nutrition and food sanitation/safety were considered less important by the students. The factors considered when the students purchase food were significantly different between Sender, father and mother's education level, and the amount of allowance(p<.05). Third, middle school students' food purchase behavior were influenced by advertizement, friends, parents. The influence of advertisement, friends, parents when the students purchase food were significantly different between gender, mother's career, economic status of family, and the amount of allowance(p.<05). From tile result of this study, the middle school students consider price and taste more than the other factors related nutrition and health in purchasing foods. Therefore, it will be necessary to develope and enforce nutrition education program focusing on how to choose and purchase safe, nutritious, delicious and cheap foot for adolescents.

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Auction Prices Generation Agent Using Case-base Reasoning (사례 기반 추론에 의한 경매 가격 생성 에이전트)

  • Ko, Min-Jung;Lee, Yong-Kyu
    • The Journal of Society for e-Business Studies
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    • v.11 no.2
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    • pp.31-48
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    • 2006
  • Commercial internet auction systems have been successfully used recently. In those systems, because auction prices of auction items are given by sellers only, the success bid rate can be decreased due to the large difference between the reserve price and the normal price. In this paper, we propose an agent that generates auction prices to sellers based on past auction data and item prices gathered from the web Through performance experiments, we show that the successful bid rate increases by preventing sellers from making unreasonable reserve prices. Using the pricing agent, we design and implement an XML-based auction system on the web.

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The Consumer Skills of the Poor Farm Households' Homemakers in Korea (빈곤농가 주부의 소비자기능)

  • 최은숙
    • Journal of Families and Better Life
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    • v.13 no.1
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    • pp.58-68
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    • 1995
  • 본 연구는 경제적 자원의 결핍과 열악한 시장환경으로인해 소비의 효율성 발휘에 제약을 받고 있는 빈곤농가 주부의 소비자기능을 평가하고, 관련 변수를 규명하려는 목적으로 수행되었다. 농촌지도 실무자들로부터 상대적으로 낙후된 지역을 추천받아 농가주부를 대상으로 설문조사를 수행하였으며, 총 444부를 분석에 사용하였다. 빈도분포, 교차분석, 일원분산분석 및 최소유의차검증, 중분류분석 등의 결과 빈곤농가 주부의 소비자기능은 비빈곤농가 주부에 비해 낮았으며, 소비자기능은 주부의 학력과 연령, 가계관리자 유형, 주관적 관 리능력에 따라 차이가 나타났다. 소비자기능의 하위영역별로 볼 때, 빈곤농가 주부는 지출비목별 예산수립, 정기적인 저축, 구매품목의 사전결정, 가격.상표.제조년월일의 확인, 사용방법.주의사항.보증내용의 확인, 영수증 확인 및 보관, 가계부기록.확인, 아프터서비스 요청 항목에서 모든 비빈곤농가 주부 보다 낮은 기능점수를 보였고, 인적정보 활용, 충분한 상점탐색 항목에서는 부분적으로 낮은 기능점수를 보였다.

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The Implementation of a Patient Data Management System with Real-time Vital Signs Monitoring (실시간 모니터링 및 생체정보 수집 환자 케어시스템 구현)

  • Kim, Sea-Jung;Yoo, Seo-Bin;Byeon, Jung-Hun;O, Ye-eun;Ryu, Jong Hyun;Jun, Hong Young;Jeong, Kil Hwan;Kim, Kou Gyeom
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.314-317
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    • 2020
  • 환자의 생체신호 측정 및 관찰, 영상 위생 등을 포함하는 직접간호는 간호사들의 총 간호활동 시간 중 내과는 48%, 외과는 40% 로 간호사들의 업무 부담이 되고 있다. 또한 의료기관에서 사용되는 의료기기들은 여러 회사에서 구매하여 사용되기 때문에 각 회사마다 상이한 프로토콜을 가지고 있어 하나의 시스템으로 생체신호를 모으기가 쉽지 않다. 따라서 여러 장비에서 생체신호를 실시간으로 취득하여 통합 관리할 수 있는 시스템 개발을 통해 간호사의 직접간호 업무량을 줄여 간호사의 근무환경 개선뿐만 아니라 중증환자의 경우 환자 생체신호에 대한 실시간 원격감시가 가능하고 환자에게서 발생된 모든 생체신호가 데이터베이스 시스템으로 기록관리 됨으로 인해 환자의 생체 신호에 대한 이력 추적관리가 가능함으로써, 양질의 의료 서비스가 가능한 환자케어시스템을 개발하고자 한다.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

Mining highly attention itemsets using a two-way decay mechanism in data stream mining (데이터 스트림 마이닝에서 양방향 감쇠 기법을 활용한 고관심 정보 탐색)

  • Chang, Joong-Hyuk
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.2
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    • pp.1-9
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    • 2015
  • In most techniques of information differentiating for data stream mining, they give larger weight to the information generated in recent compared to the old information. However, there can be important one among the old information. For example, in case of a person was a regular customer in a retail store but has not come to the store in recent, old information with the shopping record of the person can be importantly used in a target marketing for increasing sales. In this paper, highly attention itemsets(HAI) are defined, which mean the itemsets generated in the past frequently but not generated in recent. In addition, a twao-way decay mechanism and a data stream mining method for finding HAI are proposed.

A Study on the Acquisition of Usage Statistics based on SUSHI Project (SUSHI 기반 학술정보 이용통계 수집 모델 연구)

  • Kim, Sun-Tae;Lim, seok-Jong
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.35-39
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    • 2007
  • Recently Usage statistics are widely available from online content providers. However. the statistics are not yet available in a consistent data container and the administrative cost of individual provider-by-provider downloads is high. The Standardized Usage Statistics Harvesting Initiative (SUSHI) is developing an automated request and response protocol for moving Project COUNTER (Counting Online Usage of Networked Electronic Resources) Code of Practice usage statistics from providers to library electronic repositories. SUSHI will help libraries make better decisions by reducing the administrative overhead of using Project COUNTER statistics. Publishers in the recording and exchange of usage statistics for electronic resources, initially journals and databases. By following COUNTER's Code of Practice, vendors can provide library customers with Excel or CSV (comma delimited) files of usage data using COUNTER's standardized formats and data elements. The result is a consistent, credible, and compatible set of usage data from multiple content providers. On this study, We propose the acquisition model of usage data based on SUSHI for KESLI that is overseas electronic journal consortium in korea.

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Feasibility Study on Cross-Product Category User Profiling in Collaborative Filtering Based Personalization (협업 필터링 기반 개인화에서의 상품군 중립적 사용자 프로파일링 타당성 검토)

  • Kim, Jong-Woo;Park, Soo-Hwan;Lee, Hong-Ju
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.257-263
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    • 2005
  • 초기에 하나의 상품 카테고리만을 다루던 전자상거래 사이트들이 브랜드 확립 후에 다른 상품 카테고리까지 확대해 나가는 모습을 많이 보아왔다. 고객이 아직 방문하지 않은 신규 상품 카테고리의 상품에 대하여 기존 상품 카테고리에서 만들어진 사용자 프로파일을 활용하여 개인화된 추천을 할 수 있다면, 고객이 다양한 상품 카테고리를 방문하도록 유도할 수 있을 것이다. 하지만 일반적으로 전자상거래 사이트에서는 상품 카테고리별로 사용자의 선호도를 파악하여 개인화된 추천을 수행하기 때문에, 해당 카테고리 내 상품의 구매나 방문 기록이 없다면 개인화된 추천을 수행하기가 어렵다 . 본 논문에서는 협업 필터링을 통해 신규 상품카테고리 내의 상품을 추천하기 어려운 고객들을 대상으로 기존의 사용자 선호도 데이터를 활용하여 신규 상품 카테고리 내의 상품을 추천하는 방안의 타당성을 살펴보도록 한다. 즉, 기존 사용자의 특정상품 카테고리 선호도 데이터를 통해 사용자간 유산도를 계산하고, 이를 추천하려는 타 상품 카테고리 내의 상품들에 대한 예측 선호도 계산에 활용 타당성을 살펴본다. 이를 실증적으로 검토하기 위해서, Yes24 사이트의 서적, 음반, DVD 3개의카테고리 내의 상품을 방문한 웹 패널 데이터를 이용하여 타당성 분석을 수행하였다. 분석 결과, 동일 상품 카테고리 내의 선호도 정보를 가지고 현업 필터링을 수행하는 것보다는 추천 성과가 낮았지만 활용할만한 추천 성과를 보였으며, 활용하는 상품 카테고리와 예측하는 상품 카테고리별로 추천성과가 상이했다.

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국내 광산업체 2006년 현황 및 2007년 전망

  • Korea Association for Photonics Industry Development
    • Photonics industry news
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    • s.38
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    • pp.16-19
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    • 2007
  • 2006년 국내 광산업시장은 전 세계적인 초고속인터넷망 및 FTTH 관련 서비스 확충에 따라 광통신 부품 업체의 호황과 아울러 휴대폰 부품시장, 반도체 광원(LED)분야의 전체적인 수출 및 내수시장규모가 증가한 것으로 조사됐다. 그러나 해외 원자재 구매 증가로 인해 수입 비율이 증가하고 반면 수출은 엔화, 달러 환율의 지속적인 하락에 영향을 받아 마이너스 성장한 분야도 있는 것으로 파악되었다. 광산업클러스터가 구성된 광주의 지역내 총생산은 2003년을 기준으로 하여 15조 7,229억 원으로 전국 비중은 2.2%를 차지하고 있을 정도로 열악하고 재정자립도도 6개 광역시 중에서 하위를 기록하고 있었으며 취업자 기준 산업구조도 서비스업이 80%정도를 차지할 정도로 구조적인 취약점을 안고 있었다. 이와 같은 광주경제의 어려운 상황을 근본적으로 타개하기 위하여 광주광역시가 21세기 최대의 유망산업인 광산업 육성 계획을 수립해 제시한 결과, 중앙정부 차원에서 광산업 육성 및 집적화 계획 1단계 사업(2000년~2003년)이 성공적으로 마무리 되고 현재는 2단계 사업(2004년~2008년)이 추진 중이다. 따라서 현시점에서 광산업 육성 성과를 판단할 수 있는 지표로 광주지역에 소재하고 있는 광산업체의 증가수와 매출액 등에 대하여 한국광산업진흥회에서 2006년 12월에 전수조사 하였다.

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