• Title/Summary/Keyword: 기업 홍보

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A study on a plan to increase produce and agricultural foods export (농산물 및 농식품 수출 확대를 위한 방안 연구)

  • Kang, Chang-Won
    • Journal of Distribution Science
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    • v.7 no.4
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    • pp.27-36
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    • 2009
  • In the performance of this research we aimed at surveying·studying the trouble factors, problems and improvement plans to extend agricultural products and agro-food and providing basic data for the globalization of Korean agricultural products and agricultural foods in future. All the respondents highly recognized, in general, the problems in exporting agricultural products and agro-food, and it was surveyed that the biggest reason lay in the insufficiency of the scout for new buyers and the lack in opening overseas market and marketing specialists. As for the problems of the supporting system of the export of agricultural products, it was pointed out that the level of recognition was fairly high, but the procedures were difficult, and they indicated the problems of non-benefits in spite of the recognition of the selection. For the purpose, it could be known that it required the publicity and education as to export supporting system, and also required the extension of export supporting system and the improvement of the system. Finally, in relation with the export promotion plan, the factors blocking the export promotion of agricultural products marked the highest in the weak management size and production foundation and the lack in export mind and special workforce. Therefore, considering that most of exporters of agricultural products are small/medium sized businesses, we foresaw that we lack in the opening of overseas market and the capacity of marketing activities, and analyzed that it was necessary to open an overseas market in the dimension of the government and cooperate with the marketing to solve the problems.

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A Study on SNS Records Management (기록관리 대상으로서 SNS 연구)

  • Song, Zoo-Hyung
    • The Korean Journal of Archival Studies
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    • no.39
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    • pp.101-138
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    • 2014
  • This study examined the influence and meaning of SNS as the hot topic of our time from the archival perspective and also studied the 'SNS records management'. The many users mean a high accessibility and utilization of SNS, which increase the influence and value of SNS as a record. Politically, SNS is a tool that strengthens the communication among the voters, politicians and the public while economically, it is a window to accept the complaints of the customers and a marketing tool. In addition, the voices of social minorities are also recorded unlike in the traditional media, which makes the SNS record a method to gain the social variety and diversity. SNS is a place of formation of collective memory and collective memory itself. Furthermore, it can play the role of public sphere. It also is a place for generation of 'big data' in an archival sense. In addition, this study has classified the SNS records management into primary and secondary management that include record management entities, subjects, periods, methods, and causes. This study analyzed the history, status, and the meaning of SNS to assess the values and meanings as the preliminary study for the future SNS record management studies.

Suggestion of Japanese nursing staff supply and demand plan policy (일본 간호인력 수급방안정책의 시사점)

  • Kwon, Ju-Young
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.185-193
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    • 2021
  • The purpose of this study is to seek out effective policy measures for improving the working environment and improving the supply and demand of nursing manpower in Korea, thereby improving the quality of nursing and creating a high-quality work environment to present a plan to secure adequate supply and demand for nursing manpower. To this end, we have looked at ways to secure effective nursing manpower through literature related to Japanese nursing manpower policy, which has similar health systems to Korea. Japan has established a nursing manpower supply policy since 1974, and is making efforts to improve the working environment and re-employment of idle nursing personnel due to frequent turnover and retirement. As a result of these efforts, the turnover rate of new nurses less than one year in Japan decreased to 7.5%, while the rate of new nurses in Korea was 33.9%. In addition, it is possible to consider ways to encourage medical institutions that have actively promoted and hired idle personnel through various incentives and financial support at the central and local levels.

Smoking rate of Electronic Cigarettes and its related factors within the last one month (최근 한 달 이내 전자담배 흡연율 및 관련요인)

  • Kim, Hyeongsu;Kim, Vitna
    • Journal of Convergence for Information Technology
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    • v.11 no.2
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    • pp.153-162
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    • 2021
  • The study was conducted to identify the relationship between the e-cigarette smoking rate and demographic factors, health status and health behavior factors within the last one month of adults over 19 years of age, and to provide basic data for cessation education and health policy establishment to reduce the e-cigarette smoking rate. This is a secondary data analysis study using survey data of 22,908 people over the age of 19 who participated in the 2018 Community Health Survey in Seoul and the SAS program was used for analysis. Smoking rate of e-cigarettes within the last one month was 4.5%, and as a result of multivariate logistic regression analysis, factors related to e-cigarette smoking were sex, age, education level, occupation and general cigarette smoking status. In order to prevent e-cigarette smoking and reduce the smoking rate, education should first be given to professionals with educational backgrounds of college graduates or higher to inform the dangers of e-cigarettes. In addition, public relations and campaigns to inform the general public that e-cigarette smoking is no different from general cigarette smoking are required, and deployment of the same anti-smoking policy that treats e-cigarettes as general cigarettes is required.

Deep Learning-Based Box Office Prediction Using the Image Characteristics of Advertising Posters in Performing Arts (공연예술에서 광고포스터의 이미지 특성을 활용한 딥러닝 기반 관객예측)

  • Cho, Yujung;Kang, Kyungpyo;Kwon, Ohbyung
    • The Journal of Society for e-Business Studies
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    • v.26 no.2
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    • pp.19-43
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    • 2021
  • The prediction of box office performance in performing arts institutions is an important issue in the performing arts industry and institutions. For this, traditional prediction methodology and data mining methodology using standardized data such as cast members, performance venues, and ticket prices have been proposed. However, although it is evident that audiences tend to seek out their intentions by the performance guide poster, few attempts were made to predict box office performance by analyzing poster images. Hence, the purpose of this study is to propose a deep learning application method that can predict box office success through performance-related poster images. Prediction was performed using deep learning algorithms such as Pure CNN, VGG-16, Inception-v3, and ResNet50 using poster images published on the KOPIS as learning data set. In addition, an ensemble with traditional regression analysis methodology was also attempted. As a result, it showed high discrimination performance exceeding 85% of box office prediction accuracy. This study is the first attempt to predict box office success using image data in the performing arts field, and the method proposed in this study can be applied to the areas of poster-based advertisements such as institutional promotions and corporate product advertisements.

Relationship between Design Characteristics, Relationship Quality, and Customer Loyalty of the Mobile Game User Community (모바일게임 유저커뮤니티의 설계특성, 관계품질, 고객충성도와의 관계)

  • Min, Taeki;Oh, Segu
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.94-104
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    • 2021
  • It is no longer special for the gaming industry to provide a community to promote their games. Much prior research related to the community also focuses on the spread of community influence and its importance. In particular, the user community in the gaming industry is having a big impact on the company's revenue creation beyond the simple level of information provision and promotion of friendship. Therefore, providing a community at the same time as the game is released is becoming a common trend in the gaming industry This study attempted to explore factors influencing the design of more effective communities under the assumption that the user community will influence the loyalty of mobile games. The design elements of the community suggested in this study are the provision of interaction tools between users, the provision of information, and communication between the game maker and the users. This study aims to confirm that these design factors affect customer loyalty by reinforcing user empathy and trust in the game within the user community. After collecting data from 251 users active in the mobile game user community, the model presented in this study was empirically analyzed. As a result, the design elements of the game community suggested in this study were found to affect customer loyalty by strengthening the empathy for the game and the trust in the game developer.

The Effect of Use Value and Benefit Attributes of Mobile Online Games on Use Satisfaction of Chinese Users (모바일 온라인 게임의 이용 가치 및 편익 속성이 중국 이용자의 이용 만족도에 미치는 영향)

  • Liu, Bing;Kim, Hwa-Dong
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.261-270
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    • 2022
  • For mobile online games, this study examines how use pursuit propensity, use interest, use, service quality, and system quality, which are attributes that evaluate the use value and benefit for Chinese users, have an effect on use satisfaction. Empirical analysis results; all composing factors of four attribute had a positive effect, and the degree of effect was different according to game types in use interest and use, service quality. In terms of use pursuit, there was no difference between game types, and innovation pursuit and relationship pursuit were found to be similarly important effecting factors. In terms of use interest, there was a difference between game types. Sense of solidarity in single-player game and sense of achievement in multi-player game was found to be the most important effecting factor. In terms of service quality, there was a difference between game types. Easy of game in single-player game and function of game in multi-player game was the most important effecting factor. In terms of system quality, use convenience was found the most important effecting factor without difference between game types. Based on these results, this study suggested a strategy to enhance game development and loyalty to companies in the game industry.

Effects of Perceived Quality on Consumers' Intention to Use O2O Services: Focusing on Technology Acceptance Model Perspective (O2O서비스에 대한 지각된 품질이 소비자들의 O2O서비스 사용 의도에 미치는 영향: 기술수용모델 관점에서의 접근)

  • Je, Jiyeon;Kim, Mikyoung;Oh, Sangjin
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.126-146
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    • 2022
  • With the development of IT technology, consumers' shopping behaviors have diversified, and O2O services that remove the boundary between online and offline are increasing. With the development of O2O services, it is bringing about new changes in offline retailers that are facing limitations against the continuous growth of online. Drawing upon Technology Acceptance Model, this study investigates the effect of service quality perceived by O2O service users on consumers' intention to use O2O services. The result confirmed that the perceived quality, an external variable, affects the perceived usefulness and perceived ease of use, which are the main variables of the Technology Acceptance Model, and the perceived usefulness and perceived ease of use in turn have a significant effect on attitude and behavioral intention. In particular, it was found that the higher the perceived ease of use of the user, the higher the perceived usefulness and positive influence on the attitude. The results of this study suggest that in order to increase the utilization of O2O service by users, it is necessary to highlight the perceived quality of service and at the same time manage convenience and usefulness. This is expected to provide meaningful directions for companies attempting to advance O2O services.

Impact of the User Experience on OTT services on Continuous Use Intention: Mainly focusing on the Use Satisfaction Mediating Effect (OTT 서비스에 대한 사용자 경험이 지속적 이용 의도에 미치는 영향: 이용 만족의 매개효과를 중심으로)

  • Youm, Dongsup
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.513-523
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    • 2022
  • Generally, people act to use Information Technology on the premise of their experience in using various Information Technology. Namely, users perceive Information Technology through their User Experience, and these User Experiences can be said to impact Continuous Use Intention of the Information Technology. Based on this condition, the present study was proceeded to investigate the User Satisfaction's Mediating effect in the relationship between User Experience and Continuous Use Intention of the OTT services. For this purpose, 195 male and female college students' survey data were used for analysis, verified through the SPSS Process Macro. As a result of the analysis, not only the Reliability experience for the OTT services but also the Usability, Convenience, and Pleasurable experiences' User Experiences were verified that Use Satisfaction was Fully Mediating in relation to Continuous Use Intention. This result gives an implication that the importance of User Experience and Use Satisfaction in maintaining customers through continuous use of OTT services are worth noting. Overall, the present study increased the customer utility for OTT services and confirmed the importance of User Experience and Use Satisfaction in order to increase the competitiveness of the company. Also, it proposed a direction for an in-depth future research to develop this study.

Geotourism in Korea (한국의 지오투어리즘)

  • JEON, Young-Gweon
    • Journal of The Geomorphological Association of Korea
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    • v.17 no.4
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    • pp.53-69
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    • 2010
  • The researcher has examined about the infrastructure of geotourism industry as well as domestic and foreign literatures in order to see the future and present status of geotourism in our country. The researcher have concluded the followings after participating in the interpretive program of Taean haean(coastal) National Park, etc. which is thought to as having relatively well-prepared contents and education in addition to the active progress of the program especially. First, although the domestic infrastructure of geotourism is thought as relatively well-established, one needs to make up for the weak point that there are not enough editions of explanations related to land formation process and geological aspects. Second, the interpretive program operated by The Korea National Service Park needs to specialize what the program is all about, how it is operated, who is operating, and so on in order to bring subjects' characteristics into relief. Third, one needs to train the persons required to explain geomorphic landscape and geological features by establishing the new division of education of geomorphic landscape and geological features. Furthermore, one needs to set up a unit to take charge of geotourism within the central and local governments. Fourth, one needs to build the cooperative system of private-public-academic circles among private companies, government, and universities to promote the quality of interpretive program by close connections with related studies of geography and geology. Fifth, the vitalization of geotouriusm can make an enormous contribution to promote the nation's brand value and image by advertizing domestic beautiful landscapes of the nature in addition to creating new job markets. Thus, the financial support in the government level should be made. Sixth, one needs to dig out global resources of geotourism unique to us by developing the stories connecting with local cultures and histories.