• Title/Summary/Keyword: 기대충족도

Search Result 464, Processing Time 0.027 seconds

A Study on Strategical Analysis for Segmantation Structure of Foodservice Industrial Area (외식시장구조의 세분화 전략방안에 관한 연구)

  • 박면애;유택용
    • Culinary science and hospitality research
    • /
    • v.9 no.4
    • /
    • pp.98-112
    • /
    • 2003
  • Approximately 0.7 millions dining business exist all over the country and the industry gains 33 trillions sales every year. Although the characteristics, preference factors, and consuming trends of the consumers in this area are diverse and unpredictable than those in other segments, it is actual that the industry has not been divided as a specified market suited to the real state of affairs in the nation. Therefore, in order for appropriate marketing strategies, it will be necessary to focus on extending product classification, diversifying brands, health marketing, and marketing by ages, by generations, and by life patterns. In addition, economically superior position can be established by subdividing strategies meeting various needs and expectations of consumers.

  • PDF

A Study of New water-soluble 3-D Binders on the Debossing effect for Polyester fabrics (폴리에스테르 섬유용 수용성 입체가공 바인더의 디보싱 효과에 대한 고찰)

  • Kim, Moon-Joung;Kim, Jong-Hoon;Lee, Ki-Jung;Lee, Hee-Jun;Hwang, Tea-Yeon
    • Proceedings of the Korean Society of Dyers and Finishers Conference
    • /
    • 2011.03a
    • /
    • pp.84-84
    • /
    • 2011
  • 국내 섬유산업은 해외로부터의 저가 섬유제품이 대량으로 유입되는 속에서도 산업전반에 꾸준히 고부가 가치화를 지향하고 있다. 소비자의 요구에 부응하여 섬유소재에도 다양한 신개념과 이를 충족시킬 수 있는 기술이 요구되고 있으며, 그 가운데 하나의 영역을 구축해 나가고 있는 분야가 면 리플가공과 같은 표면 형태 가공이며, 최근 들어 폴리에스테르 입체(3D)가공제의 개발 및 가공 방법도 이런 흐름에 부응하여 업계에서 절실한 개발을 요구하고 있는 분야 중 하나이다. 현재 까지 폴리에스테르 섬유의 입체가공 기술은 엠보싱무늬를 조각한 금속 롤러에 열을 가하여 폴리에스터 직물에 찍는 방법으로 원단 표면의 입체적인 무늬를 만들어 내는 방법이 대부분이다. 최근 면 리플가공과 같은 표면 형태 가공이 섬유소재의 새로운 트랜드로 나타나면서 폴리에스테르와 같은 합성섬유에서도 이러한 소재의 질감을 얻고자 많은 시도가 이루어지고 있다. 본 연구에서는 5종의 폴리에스테르의 입체가공용 바인더를 포뮬레이션하여 현재 시장성이 있는 폴리에스테르 아이템 5종에 대한 입체가공효과 및 적용성을 고찰하였다. 합성 포뮬레이션 된 바인더는 수용성으로 만들어졌으며, 입체가공 전 후의 원단 외관, 처리 후 수세의 용이성 및 무늬의 입체성효과 등을 확인하였으며, 가공 전후의 원단 물성평가 연구도 동시 진행하였다. 폴리에스테르 섬유의 새로운 패션 소재로의 응용에 초점을 두고 시장의 수요가 폭발되고 있는 폴리에스테르 섬유 및 나일론 등 합성섬유의 3차원 입체 가공(디보싱) 제품을 생산할 수 있는 가공제 및 가공방법의 개발은 신규시장 창출에 큰 기여를 할 수 있을 것으로 판단되며, 다양한 날염업체의 수요를 충족시키고, 섬유산업의 글로벌화에 대응하여 훈련된 영업 인력과 E-commerce를 통한 외산 제품과의 경쟁력 확보로 신규시장 진입기회를 창출할 것으로 기대한다.

  • PDF

Estimation of Channel Capacity for Data Traffic Transmission (데이터 트래픽 특성을 고려한 적정 채널 용량 산정)

  • Park, Hyun Min
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.3
    • /
    • pp.589-595
    • /
    • 2017
  • We present an estimation model for optimal channel capacity required to data traffic transmission. The optimal channel capacity should be calculated in order to satisfy the permitted transmission delay of each wireless data services. Considering the discrete-time operation of digital communication systems and batch arrival of packet-switched traffic for various wireless services, $Geo^x$/G/1 non-preemptive priority queueing model is analyzed. Based on the heuristic interpretation of the mean waiting time, the mean waiting times of various data packets which have the service priority. Using the mean waiting times of service classes, we propose the procedure of determining the optimal channel capacity to satisfy the quality of service requirement of the mean delay of wireless services. We look forward to applying our results to improvement in wireless data services and economic operation of the network facilities.

A Study on the Factors Affecting the Intention to Purchase Digital Items (디지털 아이템 구매의 영향요인 연구)

  • Byun, Wan Soo;Park, Seong-Taek;Kim, Tae Ung
    • Journal of Digital Convergence
    • /
    • v.10 no.11
    • /
    • pp.243-251
    • /
    • 2012
  • Digital items, considered as virtual assets, include avatars, accessories for the avatars, digital wallpapers, and game items, etc. The objective of this study is to examine the factors influencing the purchase of digital items. Factors, based upon Uses and Gratifications theory, including image making, self-expression, social awareness and fun-seeking, are introduced as salient variables for purchasing digital items. In addition, social identification and flow are also considered as key motivators. Statistical results indicates that social identification affects both flows and the intension to purchase digital items, and then flow next influences intension to purchase. It was also found that motives based upon Uses and Gratifications theory influences social identification, but have no impact on flow. As a conclusion, the academic and practical implications of these findings are also discussed.

Finite-Volume Model for Shallow-Water Flow over Uneven Bottom (고르지 않은 바닥을 지나는 천수 흐름에 대한 유한체적 모형)

  • Hwang, Seung-Yong
    • Journal of Korea Water Resources Association
    • /
    • v.46 no.2
    • /
    • pp.139-153
    • /
    • 2013
  • For analyzing shallow-water flows over the uneven bottom, the HLLL scheme and the divergence form for bed slope source term (DFB) technique, respectively were applied to the flux gradient and the bottom gradient source terms in a finite-volume model for the shallow water equations. And also the model incorporated the volume/free-surface relationship (VFR) to consider the partially submerged cells (PSC). It was identified that a simpler version of the weighted surface-depth gradient method in the MUSCL was equivalent to the original one in the accuracy for 1D steady flows. It was verified that the flux gradient term and the bottom gradient source term were well-balanced exactly by the VFR for the 1D PSC. The VFR for the triangular PSC settled the problem which the governing equations were not well-balanced by the DFB technique for the 2D PSC. There were good agreements in simulations and experiments for 2D dam-break flows over a triangular sill and a round bump. In addition, the partial dam-break flow was successfully simulated for flooding of roughnesses in an irregular bottom as well as a sloping one. Therefore, this model is expected to be applied to the real river with uneven topography.

A study on User experience Satisfaction Factors of Subscription Service (구독 서비스의 사용자 경험 만족도 요인에 관한 연구)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.18 no.9
    • /
    • pp.331-336
    • /
    • 2020
  • The purpose of this study is to measure the satisfaction factors of user experience of 'Unlimited subscription service' among subscription services and analyze them based on economic and cultural perspectives. By recruiting the '20-'30s who had experienced using service, they attended a survey which was based on the reconstructed honeycomb model of Peter Morville. As a result of the survey, in terms of economic perspective, cost of service, and the ease of subscription inflow were the main satisfaction factors. From a cultural perspective, the familiarity with service and belief and experience of sharing content with people around them were the main satisfaction factors. Therefore, it can be inferred that the satisfaction of the user experience of the subscription service should be firstly satisfied with economic satisfaction, which leads to cultural satisfaction. This study is expected to be used as research data on user experience and satisfaction factors of unlimited subscription service.

Relationship between Consumer Self-Determined Psychological Needs and Brand Equity for Fair Trade Products (공정무역제품에 대한 소비자의 자기결정성 심리욕구와 브랜드 자산의 관계)

  • Ock, Jung-Won
    • Management & Information Systems Review
    • /
    • v.36 no.2
    • /
    • pp.59-79
    • /
    • 2017
  • The purpose of this study is to verify the relationship between consumer 's self - determination psychological needs (autonomy, competence, and relevance) related to fair trade and brand equity related to fair trade products through empirical analysis. It is meaningful that it is linked to strategic brand management based on consumer need satisfaction. As a result of empirical analysis of this study, Fair Trade attitude plays an important role in the relationship between self - determination psychological desire and brand equity. Especially, Consumer need Satisfaction with competence was found to be a strategically important construct. Based on the results of this study, it is expected to provide important implications for future strategic management of brand equity related to Fair Trade products.

  • PDF

Structural study on storytelling of VR contents (VR 콘텐츠의 스토리텔링에 대한 구조적 연구)

  • CHO, Il-hyun
    • Journal of Digital Convergence
    • /
    • v.17 no.1
    • /
    • pp.295-300
    • /
    • 2019
  • Modern society is the era of convergence, and storytelling requires the necessity of storytelling in which two types of data types, emotional stories and information, are fused. Particularly, in the case of VR contents, the user must directly participate in the content and select the information through the process of freely searching $360^{\circ}$ space, so that the user can interact with the content immediately. Therefore, there is a limit to access to the existing storytelling method, and it is considered that the implementation of 'convergent storytelling' that meets two areas of sensitivity and information is considered to be an urgent genre. In this paper, we focus on the spatial characteristics of VR contents, and then, as a way to effectively implement 'convergent storytelling' in VR contents, We propose a custom system by organizing the type into a circle structure. Based on this, it is expected that the technology will be developed into a research of a personalized system that meets two areas of emotion and information by utilizing the context recognition process for VR content and interaction in the fourth industrial revolution era.

A Study on the Perception of Travel YouTube Title: Focusing on the Group of Generation Z (여행 유튜브 제목에 대한 Z세대의 인식 유형 연구)

  • Choi, Won Joo;Hong, Jang Sun
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.6
    • /
    • pp.175-184
    • /
    • 2022
  • Travel YouTubers who cross the boundary between tradition and novelty communicate by sharing their activities with others through SNS-based media. Media content should not only satisfy individuals, nor should it be too purpose-oriented. YouTube channels should be operated so that users can easily access content naturally, and more diverse methods can be pursued based on usage patterns and satisfaction theory. This study is about the type of perception of Generation Z on travel YouTube titles. As a result of conducting QUANL program analysis on 34 Q samples and 28 P samples from the Q methodological perspective, a total of three types were found. For types with unique characteristics, the first type was named "attention of keywords that draw imagination," the second type was "preferred to stories that stimulate curiosity," and the third type was "image satisfaction reflecting expectations." In addition, considering the characteristics of each type found, the scalability and strategic plan of the activities that Generation Z travel YouTubers want to unfold were presented.

A Study on the Effect of University Online Learning Platform Usability on Course Satisfaction (대학 비대면 강의 플랫폼 이용성이 강의 만족도에 미치는 영향에 관한 연구)

  • Hyun Soo Chae;Jee Yeon Lee
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.58 no.1
    • /
    • pp.225-254
    • /
    • 2024
  • The study aims to understand undergraduates' and graduate students' perceptions and satisfaction with online learning platforms and to verify the relationship between usability factors and satisfaction with online courses. The literature review facilitated the summarization of major factors to be considered in the online learning platform development process and established the research model. The follow-up survey verified the perceptions of university constituents regarding the fulfillment of the university online learning platforms' user interface principles, platforms' usability, satisfaction with platforms, and satisfaction with online courses. Causal relationships between variables were tested and modeled by analyzing survey results. We also confirmed that the same model can be applied to different types of learners and various types of online learning methods. This study is significant in verifying that the fulfillment of the platforms' user interface design principles can affect satisfaction with online courses using the platforms based on learners' evaluation results. We expect that the research model proposed in this study can contribute to the improvement and development of online learning environments in the future.