• Title/Summary/Keyword: 디지털상품

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Qualitative research of single-person household for a wearable healthcare system providing ischemic heart disease information and a cardiac arrest alarm: Focusing on unmarried workers in their 30s (허혈성 심장질환과 심정지 알람을 제공하는 웨어러블 헬스케어 시스템에 대한 1인 가구원의 질적 연구: 30대 미혼 직장인을 중심으로)

  • Kim, Hyo-Jin;Chae, Ha-Eun;Lee, Joo-Hyeon
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.235-251
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    • 2019
  • The purpose of this study was to investigate the single-person household's demand for a wearable healthcare system that provides the ischemic heart disease and cardiopulmonary alarm to be developed. In this study, in-depth interviews were conducted with six unmarried individuals in their thirties who were in the workplace and the results were interpreted by Giorgi's phenomenological analysis method. The study results indicated that although the wearable healthcare system was implemented with high-technology functions that serve the intended purpose, it is necessary to comprehensively consider factors such as aesthetics, comfort, and ease of washing. In this study, we found that the variables influencing the interviewees' intent to accept healthcare services are complex and cannot be attributed to one factor alone; this study has also shown a variety of interpersonal correlations. In addition, although health-care research focusing on the elderly has been conducted in the past, it is suggested that younger generations such as those in their thirties can also be studied as health care service adopters.

Relationship between the quality of employee enthusiasm and relationship with organizational support of hospitality industry employees (환대산업 종사원의 조직지원이 종사원열정과 관계의 질간의 영향 관계)

  • Seo, Gyeong-Do
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.117-124
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    • 2021
  • This study seeks to understand the inter-relationship between employee enthusiasm, trust, immersion and satisfaction of employees working at a hospitality company based in Gwangju Metropolitan City. The purpose of this study is to examine the human resources management of workers in the hospitality industry by grasping the current situation of employees working in the service enterprise. As a result, corporate organizational support in the hospitality industry has a significant impact on the enthusiasm of employees. The enthusiasm of the employee is shown to be trusting, immersing, and satisfying in the work of the employee in the hospitality company, which can be seen as an organization, showing that the employee's passion plays a positive role in trust, immersion and satisfaction. As the employee's enthusiasm is reflected in the quality of the service product as a result, it can be regarded as the quality of the relationship that the employee is responsible for or positive feelings about the company in which he or she is in charge. Personnel management measures are required to strengthen pride and desire to achieve work so that employees can exercise their passion to feel trust, immersion, and satisfaction in their businesses and work. Therefore, it is necessary to provide tangible and intangible organizational support and introduce and implement personnel-related programs to enhance work pride and desire to achieve.

A Case Study on the Local Culture Festival in the Contact-free Era (비대면 시대의 지역문화축제 사례연구)

  • Ahn, Hyeryung;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.425-438
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    • 2021
  • The purpose of this study is to analyze local cultural festivals hosted contact-free in the corona era and to suggest the direction for sustainable festivals in the post-corona era. To this end, by analyzing the cases of well-known festivals held contact-free in 2020 and 2021, we tried to get implications for the festivals in the post-corona era from there. As a result of this study, contact-free festivals had the following characteristics. First, the on-tact method, which produces and transmits a video or allows interaction through real-time participation, was prominent. Second, in order to compensate for the shortcomings of the contact-free method, various efforts have been made to enable on-tact experience by making and delivering experience kits in the case of experiential elements of the festival in advance. Third, communication was secured through real-time comments, and fourth, products were sold through the Internet and live commerce channels, and a certain effect was obtained. In particular, in the case of online festivals, there is a problem of loss of the sense of place of the festival, but there are cases of online festivals with more participation than offline festivals. It is judged that the problem of how to achieve this will become a reference material for the future development of contact-free festival contents.

A study on the change in the perception of funeral culture among the elderly (노인의 장례문화 인식변화에 대한 연구)

  • Song, Hyeon-Dong;Kim, Seol-Hee;Kim, Kwang-Hwan;Ku, Jin-Hee
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.671-680
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    • 2022
  • The purpose of this study is to suggest the direction of the funeral culture industry suitable for the age of longevity and well-aging through a study on changes in the perception of funeral culture among the elderly. The survey of this paper was conducted by Gallup Korea, and the survey method was a 1:1 individual interview using a structured questionnaire. The survey was conducted from October 1 to October 25, 2021, targeting 127 elderly people over the age of 65 living in Seoul, Incheon, and Gyeonggi-do. The number of valid subjects was 110, and the sampling method used was allocation by sex/age/income level/religion. As a result of the study, as for the change in the perception of funeral culture among the elderly, women preferred cremation to men (p=0.034). It was investigated that the level of income (p=0.004) and religious status (p=0.020) had an effect on funerals while alive. According to the presence or absence of thoughts about death, there was a significant difference in the membership of the mutual aid product (p=0.008) and the intention to return to a religious organization (p=0.004) when a memorial service was held. The results of this study are expected to be usefully utilized in presenting the direction and policy of the funeral culture industry suitable for the age of well-aging in the future.

A study on the expansion of culture industry and establishment of industrialization of well-dying education (웰다잉 교육의 문화산업 확산과 산업화 구축에 관한 연구)

  • Chang, Kyung-Hee;Kim, Moon-Joon;Kim, Seol-Hee;Park, Arma;Ahn, Sang-Yoon;Kim, Kwang-Hwan
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.321-331
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    • 2021
  • The purpose of this study is to establish well-dying education, well-dying culture, and industrialization for well-aging. For this, data was collected through Gallup Korea from February 1, 2021 to February 22, 2021. As a result of the study, well-dying education experience was 4.7%, and education satisfaction was surveyed with 2.88 points out of 5. As a result of analyzing the needs of well-dying education according to the age groups, the educational demands of youth and middle-aged were in the order of hospice education and information, life-sustaining medical information, and funeral information. In the case of the young old, it was in the order of hospice education and information, funeral information, and psychological overcoming related to death. In the case of the elderly, the survey was conducted in the order of hospice education and information, funeral information, and life-care related information. The perception of industrialization related to the well-dying culture was inspected in the order of the well-dying café where you can talk about life and death, the well-dying experience such as the entrance experience, and the development of travel products related to culture and art (p<0.05). Such results can be usefully utilized in the development of well-dying education programs for well aging, cultural spreading, and industrialization.

Effects of AI Chatbot and Service Agent on Attitude and Choice Deferral of Recommended Products (AI 챗봇과 상담원이 추천하는 제품에 대한 태도와 선택연기에 미치는 영향)

  • Yoo, Kun-Woo
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.297-307
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    • 2022
  • This study examined whether there was a difference in the attitude toward the recommended product and the effect on the choice deferral according to information sources. Experiment 1 examined the relationship between trust in information and product attitude, and between uncertainty and choice deferral according to information sources (AI chatbot vs. human). Experiment 2 examined the impact of social presence, perceived personalization, and choice deferral according to whether anthropomorphism of AI chatbots or not. The research results are as follows. First, consumers were found to have a more positive attitude toward products recommended by AI chatbots (vs. human). Second, consumers were more choice deferral whether to purchase products recommended by AI chatbots (vs. human). Third, it was found that consumers' selection of products recommended by anthropomorphic AI chatbots (vs. impersonated AI chatbots) increased. Also, the implications of this study and future research directions were discussed.

Big data analysis on NAVER Smart Store and Proposal for Sustainable Growth Plan for Small Business Online Shopping Mall (네이버 스마트스토어에 대한 빅데이터 분석 및 소상공인 온라인쇼핑몰 지속성장 방안 제안)

  • Hyeon-Moon Chang;Seon-Ju Kim;Chae-Woon Kim;Ji-Il Seo;Kyung-Ho Lee
    • The Journal of Bigdata
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    • v.7 no.2
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    • pp.153-172
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    • 2022
  • Online shopping has transformed and rapidly grown the entire market at the forefront of wholesale and retail services as an effective solution to issues such as digital transformation and social distancing policy (COVID-19 pandemic). Small business owners, who form the majority at the center of the online shopping industry, are constantly collecting policy changes and market trend information to overcome these problems and use them for marketing and other sales activities in order to overcome these problems and continue to grow. Objective and refined information that is more closely related to the business is also needed. Therefore, in this paper, through the collection and analysis of big data information, which is the core technology of digital transformation, key variables are set in product classification, sales trends, consumer preferences, and review information of online shopping malls, and a method of using them for competitor comparison analysis and business sustainability evaluation has been prepared and we would like to propose it as a service. If small and medium-sized businesses can benchmark competitors or excellent businesses based on big data and identify market trends and consumer tendencies, they will clearly recognize their level and position in business and voluntarily strive to secure higher competitiveness. In addition, if the sustainable growth of the online shopping mall operator can be confirmed as an indicator, more efficient policy establishment and risk management can be expected because it has an improved measurement method.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

Study on 3D Printer Suitable for Character Merchandise Production Training (캐릭터 상품 제작 교육에 적합한 3D프린터 연구)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.455-486
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    • 2015
  • The 3D printing technology, which started from the patent registration in 1986, was a technology that did not attract attention other than from some companies, due to the lack of awareness at the time. However, today, as expiring patents are appearing after the passage of 20 years, the price of 3D printers have decreased to the level of allowing purchase by individuals and the technology is attracting attention from industries, in addition to the general public, such as by naturally accepting 3D and to share 3D data, based on the generalization of online information exchange and improvement of computer performance. The production capability of 3D printers, which is based on digital data enabling digital transmission and revision and supplementation or production manufacturing not requiring molding, may provide a groundbreaking change to the process of manufacturing, and may attain the same effect in the character merchandise sector. Using a 3D printer is becoming a necessity in various figure merchandise productions which are in the forefront of the kidult culture that is recently gaining attention, and when predicting the demand by the industrial sites related to such character merchandise and when considering the more inexpensive price due to the expiration of patents and sharing of technology, expanding opportunities and sectors of employment and cultivating manpower that are able to engage in further creative work seems as a must, by introducing education courses cultivating manpower that can utilize 3D printers at the education field. However, there are limits in the information that can be obtained when seeking to introduce 3D printers in school education. Because the press or information media only mentions general information, such as the growth of the industrial size or prosperous future value of 3D printers, the research level of the academic world also remains at the level of organizing contents in an introductory level, such as by analyzing data on industrial size, analyzing the applicable scope in the industry, or introducing the printing technology. Such lack of information gives rise to problems at the education site. There would be no choice but to incur temporal and opportunity expenses, since the technology would only be able to be used after going through trials and errors, by first introducing the technology without examining the actual information, such as through comparing the strengths and weaknesses. In particular, if an expensive equipment introduced does not suit the features of school education, the loss costs would be significant. This research targeted general users without a technology-related basis, instead of specialists. By comparing the strengths and weaknesses and analyzing the problems and matters requiring notice upon use, pursuant to the representative technologies, instead of merely introducing the 3D printer technology as had been done previously, this research sought to explain the types of features that a 3D printer should have, in particular, when required in education relating to the development of figure merchandise as an optional cultural contents at cartoon-related departments, and sought to provide information that can be of practical help when seeking to provide education using 3D printers in the future. In the main body, the technologies were explained by making a classification based on a new perspective, such as the buttress method, types of materials, two-dimensional printing method, and three-dimensional printing method. The reason for selecting such different classification method was to easily allow mutual comparison of the practical problems upon use. In conclusion, the most suitable 3D printer was selected as the printer in the FDM method, which is comparatively cheap and requires low repair and maintenance cost and low materials expenses, although rather insufficient in the quality of outputs, and a recommendation was made, in addition, to select an entity that is supportive in providing technical support.

A Study on the Marketplace Models for Korean Animation Content Foreign Sales (국산 애니메이션 콘텐츠 해외 판매를 위한 마켓플레이스 모델 연구)

  • Han, Sang-Gyun
    • Cartoon and Animation Studies
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    • s.44
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    • pp.333-361
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    • 2016
  • In general, content business companies include animation industry can have benefits, which they have higher incomes when they obtain wider markets. Therefore, they pursue to have diverse windows for content distribution or to reach the foreign markets for dealing their content products with potential customers. It have the greatest value. They can re-invest the incomes to produce their new products, and they can enhance the international competitiveness of their next products. As the results, the companies can have more incomes and wider markets in next business, and it will be the effectiveness of the good cycle of the animation industry. Animation industry has being undergone of its structure changes, more economical chances and viewers' attitudes changes through the all over the industry because of the acceptance of new digital technology. To response the changes or have the new chances from the changes, they should to review the existing system and the law concerned with the animation business as well as having the diverse new plans for supporting the industry like a construction of the online marketplace of Korean animation. It would make the Korean animation companies to meet foreign customers easily by making lower the entrance barrier of the foreign markets. Current Korean government needs to estimate the value of the Korean animation accurately and objectively by concerning its surroundings to support efficiently. However, it is very difficult to estimate the value of the content rightly because of its' intangible and subjective matter. For this, they should analyze the all the data of the information of the Korean animation content by accumulate, open to the public and manage. So if the government makes online marketplace for the Korean animation, which all the Korean animation companies get in, it would be a solution of estimating the value of the Korean animation rightly. In addition, it will be used as the role of archive of the government to lead the industry successfully. As a point of the small size of the Korean animation companies, they are government dependable because of its low budget, so they strongly expect the government to do the right role as the unique knowledge distributor. Therefore, the Korean animation online marketplace would make not only big companies, but also small companies to have the chances to increase the value of their content in the global markets by themselves without economic burdens.