• Title/Summary/Keyword: 소비자 편향

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사회보장제도(社會保障制度)의 생애후생부담귀착(生涯厚生負擔歸着)에 관한 연구(硏究) : 일반균형연산모형(一般均衡演算模型)을 이용한 접근(接近)

  • Choe, Byeong-Ho
    • KDI Journal of Economic Policy
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    • v.16 no.2
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    • pp.141-170
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    • 1994
  • 지금까지 사회보장제도(社會保障制度)의 경제적(經濟的) 효율성(效率性)에 대한 많은 논의가 있어 왔다. 그러나 그중 생애주기(生涯週期)(life-cycle)에 바탕을 둔 일반균형연산모형(一般均衡演算模型)(AGE : Applied General Equilibrium)에 의환 경험적 분석은 미진하였다. 본(本) 연구(硏究)의 목적(目的)은 사회보장제도(社會保障制度)의 세대내(世代內) 생애소득분위간(生涯所得分位間) 재분배효과(再分配效果)와 경제적(經濟的) 효율성(效率性)을 분석하는 데 있다. 연구방법으로서 Fullerton and Rogers(1993) 모형을 수정한 일부문(一部門), 다소비자(多消費者) 생애주기(生涯週期) 일반균형연산모형(一般均衡演算模型)을 이용하였다. 본 연구는 미국을 대상으로 한 정상상태(定常狀態)(steady state)의 분석이며, 소비자(消費者)를 생애소득별(生涯所得別)로 5분위(分位)로 나누어 기존 사회보장세(社會保障稅) 및 급여(給與)가 경제적(經濟的) 효율성(效率性)뿐만 아니라 계층간(階層間)의 분배(分配)에 어떠한 영향을 주는지를 분석하였다. 본(本) 연구(硏究)의 주요한 기여사항(寄與事項)은, 첫째 사회보장제도(社會保障制度)의 부담귀착분석(負擔歸着分析)에 새로운 연구방법(硏究方法)을 시도하였다는 점, 둘째 재정정책(財政政策)의 하나인 사회보장제도(社會保障制度)의 실질적(實質的) 부담(負擔)의 귀착문제(歸着問題)를 생애주기모형(生涯週期模型)으로 분석하였다는 점, 셋째 부담(負擔)의 귀착(歸着)은 사회보장세(社會保障稅)와 아울러 사회보장급여(社會保障給與)를 고려하여 분석하지 않으면 편향(偏向)(biased) 될 수 있다는 점을 지적한 점, 넷째 분석결과(分析結果) 기존 사회보장제도(社會保障制度)는 생애주기적(生涯週期的) 소득분배(所得分配)의 관점에서 누진적(累進的)(progressive)인 제도이지만 경제적(經濟的) 비효율성(非效率性)(efficiency cost)을 내재하고 있다는 점 등을 밝힌 것이다.

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An Empirical Study on Sunk-Cost Fallacy under the Two-Part Tarriff (이부요금제하에서의 매몰비용오류에 관한 실증연구)

  • Lee, Sang-Woo;Ko, Chang-Youl;Choi, Sun-Me;Park, Joon-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.10B
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    • pp.1192-1199
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    • 2011
  • The purpose of this paper is to test empirically whether the sunk cost fallacy occurres or not under the two-part tarriff and to give the desirable rate-making for minimizing sunk cost fallacy. According to the results of analysis highly paid monthly fee makes more traffics over the level of optimal consumption because of sunk cost fallacy. Therefore monthly fee reduction will cause the optimal consumption that is near the solution of their own utility function.

Ordinary Press Consumers' Predisposed Attitude's and Fairness Judgment (언론소비자가 갖는 이슈에 대한 태도가 언론의 공정성 판단에 미치는 영향)

  • Ahn, Cha-Su
    • Korean journal of communication and information
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    • v.46
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    • pp.323-353
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    • 2009
  • Press (un)fairness has been a social issue in Korea. The previous research focused mainly on the suggestion of fairness norms, principles, concepts, and definitions. Also, the research tried to measure the degree of fairness by analyzing press contents. This study attempted to overcome the media- and source-oriented approach proposing ordinary press consumers' perspectives. The study posited that one's fairness judgment would be greatly influenced by his or her preexisting attitudes on issue. Based on social judgment theory and hostile media perception framework, the research expected 'assimilation' bias for attitudinally congruent group and 'contrast' bias for attitudinally incongruent group. An $3\times3\times2$ experimental design was employed to test the theoretical predictions. The results found assimilation and contrast bias for strong attitude groups who read one-sided and two-sided messages. The results also implied hostile media perception occurred by selective categorization. Also the difficulty and limitation of traditional fairness judgment and media-centered approach was discussed.

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A Study on Contents Development for a Sensory Console Game Based on Bollywood (발리우드를 활용한 체감형 콘솔게임의 콘텐츠 개발에 대한 연구)

  • Kang, Hyo-Soon;Park, Yu-Ran
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.401-404
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood,' which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion population Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

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A Study on Contents Development for a Sensory Console Game Based on Bollywood (발리우드를 활용한 체감형 콘솔게임의 콘텐츠 개발에 대한 연구)

  • Kang, Hyo-Soon;Park, Yu-Ran
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.6
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    • pp.1325-1329
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood', which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion population Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

Conditional Generative Adversarial Network based Collaborative Filtering Recommendation System (Conditional Generative Adversarial Network(CGAN) 기반 협업 필터링 추천 시스템)

  • Kang, Soyi;Shin, Kyung-shik
    • Journal of Intelligence and Information Systems
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    • v.27 no.3
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    • pp.157-173
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    • 2021
  • With the development of information technology, the amount of available information increases daily. However, having access to so much information makes it difficult for users to easily find the information they seek. Users want a visualized system that reduces information retrieval and learning time, saving them from personally reading and judging all available information. As a result, recommendation systems are an increasingly important technologies that are essential to the business. Collaborative filtering is used in various fields with excellent performance because recommendations are made based on similar user interests and preferences. However, limitations do exist. Sparsity occurs when user-item preference information is insufficient, and is the main limitation of collaborative filtering. The evaluation value of the user item matrix may be distorted by the data depending on the popularity of the product, or there may be new users who have not yet evaluated the value. The lack of historical data to identify consumer preferences is referred to as data sparsity, and various methods have been studied to address these problems. However, most attempts to solve the sparsity problem are not optimal because they can only be applied when additional data such as users' personal information, social networks, or characteristics of items are included. Another problem is that real-world score data are mostly biased to high scores, resulting in severe imbalances. One cause of this imbalance distribution is the purchasing bias, in which only users with high product ratings purchase products, so those with low ratings are less likely to purchase products and thus do not leave negative product reviews. Due to these characteristics, unlike most users' actual preferences, reviews by users who purchase products are more likely to be positive. Therefore, the actual rating data is over-learned in many classes with high incidence due to its biased characteristics, distorting the market. Applying collaborative filtering to these imbalanced data leads to poor recommendation performance due to excessive learning of biased classes. Traditional oversampling techniques to address this problem are likely to cause overfitting because they repeat the same data, which acts as noise in learning, reducing recommendation performance. In addition, pre-processing methods for most existing data imbalance problems are designed and used for binary classes. Binary class imbalance techniques are difficult to apply to multi-class problems because they cannot model multi-class problems, such as objects at cross-class boundaries or objects overlapping multiple classes. To solve this problem, research has been conducted to convert and apply multi-class problems to binary class problems. However, simplification of multi-class problems can cause potential classification errors when combined with the results of classifiers learned from other sub-problems, resulting in loss of important information about relationships beyond the selected items. Therefore, it is necessary to develop more effective methods to address multi-class imbalance problems. We propose a collaborative filtering model using CGAN to generate realistic virtual data to populate the empty user-item matrix. Conditional vector y identify distributions for minority classes and generate data reflecting their characteristics. Collaborative filtering then maximizes the performance of the recommendation system via hyperparameter tuning. This process should improve the accuracy of the model by addressing the sparsity problem of collaborative filtering implementations while mitigating data imbalances arising from real data. Our model has superior recommendation performance over existing oversampling techniques and existing real-world data with data sparsity. SMOTE, Borderline SMOTE, SVM-SMOTE, ADASYN, and GAN were used as comparative models and we demonstrate the highest prediction accuracy on the RMSE and MAE evaluation scales. Through this study, oversampling based on deep learning will be able to further refine the performance of recommendation systems using actual data and be used to build business recommendation systems.

A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1310-1318
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    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

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Improving evaluation metric of mobile application service with user review data (사용자 리뷰 데이터를 활용한 모바일 어플리케이션 서비스 평가 척도 개선)

  • Lee, Burmguk;Son, Changho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.1
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    • pp.380-386
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    • 2020
  • The mobile application market has grown over the past decade since the advent of smartphones, making it the largest market for electronic device software. As competition intensifies in the mobile application market, the impact of application evaluations on the consumption and usage patterns of users has also significantly increased. Therefore, research has been conducted on measures to evaluate mobile applications, but most of the research has relied on qualitative methods such as expert-centered interviews or surveys. In addition, evaluation measures are being constructed from the service provider's perspective, not from the service user's perspective. However, the possibility of application-specific analyses that minimize the subjectivity of researchers is growing, as large amounts of user review data enable quantitative analysis of actual users' assessment of applications. Therefore, this study presents a methodology that can complement current problems with existing quality assessments for mobile applications by utilizing user review data. To this end, the Topic Modeling technique LDA (Latent Dirichlet allocation) is applied in order to elucidate ways to improve existing evaluation measures from a user's perspective. The study is expected to reduce bias in service assessment due to the subjectivity of service providers and researchers as well as provide a measure of assessment by area of mobile applications from a consumer perspective.

A Case Study of Artist-centered Art Fair for Popularizing Art Market (미술 대중화를 위한 작가중심형 아트페어 사례 연구)

  • Kim, Sun-Young;Yi, Eni-Shin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.279-292
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    • 2018
  • Unlike the global art market which experienced rapid recovery from the impacts of the Global Financial Crisis in 2008, the Korean art market has not yet fully recovered. The gallery-oriented distribution system, vulnerable primary art market functions, and the market structure centered on a small number of collectors make it difficult for young and medium artists to enter the market and, as a result, deepen the economic polarization of artists. In addition, the high price of art works limits market participation by restricting the general public. This study began with the idea that the interest of the public in the art market as well as their participation in the market are urgent. To this end, we noted that public awareness of art transactions can be a starting point for improving the constitution of the fragile art market, focusing on the 'Artist-centered Art Fair' rather than existing art fairs. To examine the contribution of such an art fair to the popularization of the art market, we analyzed the case of the 'Visual Artist Market (VAM)' project of the Korea Arts Management Service. Results found that the 'Artist-centered Art Fair' focuses on providing opportunities for market entry to young and medium artists rather than on the interests of distributors, and promotes the popularization of the art market by promoting low-priced works to the general public. Also, the 'Artist-centered Art Fair' seems to play a primary role in the public sector to foster solid groups of artists as well as to establish healty distribution networks of Korean Art market. However, in the long run, it is necessary to promote sustainable development of the 'Artist-centered Art Fair' through indirect support, such as the provision of a publicity platform or consumer finance support, rather than direct support.