• Title/Summary/Keyword: 실제 유형

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The Effect of Online Multiple Channel Marketing by Device Type (디바이스 유형을 고려한 온라인 멀티 채널 마케팅 효과)

  • Hajung Shin;Kihwan Nam
    • Information Systems Review
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    • v.20 no.4
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    • pp.59-78
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    • 2018
  • With the advent of the various device types and marketing communication, customer's search and purchase behavior have become more complex and segmented. However, extant research on multichannel marketing effects of the purchase funnel has not reflected the specific features of device User Interface (UI) and User Experience (UX). In this study, we analyzed the marketing channel effects of multi-device shoppers using a unique click stream dataset from global online retailers. We examined device types that activate online shopping and compared the differences between marketing channels that promote visits. In addition, we estimated the direct and indirect effects on visits and purchase revenue through customer's accumulated experience and channel conversions. The findings indicate that the same customer selects a different marketing channel according to the device selection. These results can help retailers gain a better understanding of customers' decision-making process in multi-marketing channel environment and devise the optimal strategy taking into account various device types. Our empirical analyses yield business implications based on the significant results from global big data analytics and contribute academically meaningful theoretical framework using an economic model. We also provide strategic insights attributed to the practical value of an online marketing manager.

A Research on types of DMB advertising according to features of DMB Media (DMB의 미디어와 기술 특성에 따른 DMB광고 유형과 종류에 관한 연구)

  • Ahn, Jong-Bae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.3 no.4
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    • pp.59-88
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    • 2008
  • For the success of the DMB market to meet consumers' demands for Ubiquitous Media and strengthen the nation's competitiveness, it's inevitable for us to activate DMB advertising as of main profit source for DMB Media, and to develop various types of DMB advertising which are linked to the profit model. So I'd like to look over the various types of DMB advertising which are suitable for DMB features as one of the efforts to activate DMB advertising. First of all, I've figured out what kinds of advertising are available for new media and which related technologies are required for DMB media. Through this research, I could find out what features of new media such as cable broadcasting, Internet and Mobile have become the source of developing various types of advertising and how to a great part to activate new media advertising markets by making the best use of their media features. This research also shows that DMB advertising has the high potential to be developed in various and effective types and kinds of advertising with its media feature and technological feature. This research observing DMB advertising cases showed that DMB advertising can be divided into 6 types such as forms, purposes, techniques, advertising positions, the use of LBS(Location Based Service), coupons and it could be developed into various kinds of DMB advertising dependent on each type. On the other hands, it would be great to have continual researches and follow-ups for various types of DMB advertising and the verification of the effectiveness for DMB advertising by performing potential DMB advertising.

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The Effects of Household Income Types and Sources on the Depression and Self-respect in Elderly Koreans (노인가구의 소득유형 및 소득원이 노인의 우울과 자아존중감에 미치는 영향)

  • Lee, Sang Rok;Lee, Soon A
    • Korean Journal of Social Welfare Studies
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    • v.45 no.3
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    • pp.71-95
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    • 2014
  • The purpose of this study is to examine the effects of household income types and sources on the depressions and self-respect of the old aged. Although household income types and sources are supposed to be important to the mental health of the old aged as well as income level, there have been little policy interests to them. This study analyze the relationship between the household income types & sources and the mental health of the old aged, using the 8th data from the Korean Welfare Panel Study. Major findings are as follows. First, we find that there are considerable variations in the household income sources composition among the old aged, and that types of household income are related to the individual and family features of the old aged. Second, the results of regression analyses show that the household income types are associated with the depression and self-respect of the old aged. And, we find that some income sources affects the mental health of the old aged. The results of this study suggest that there should be policy attentions to the mental health effects of the household income sources so as to increase the adequacy of the income security system for the aged in Korea.

A Study on the Development of a Selection System for Preservation Formats of Image-Type Electronic Records (이미지 유형 전자기록물의 보존포맷 선정체계 구축방안 연구)

  • Song, ChaeEun;Yang, Dongmin
    • The Korean Journal of Archival Studies
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    • no.79
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    • pp.343-387
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    • 2024
  • Electronic records, characterized by their inherent volatility and instability, necessitate sustainable preservation measures to ensure their long-term accessibility. The National Archives of Korea has instituted a selection system for preservation formats tailored predominantly for document-type electronic records. However, this system falls short in accommodating other record types such as audiovisual records. This study endeavors to broaden the applicability of the existing system, with a concentrated focus on image-type electronic records, and to formulate foundational guidelines for their long-term preservation. In South Korea, image-type electronic records rank as the second most prevalent category following document-type. The image-type electronic records are the most basic form of audio-visual records, and research on this lays the foundation for future discussions on other audio-visual records. Consequently, this research has led to the development of a selection system for preservation formats specifically for image-type electronic records. This system is designed to facilitate the prompt and efficient evaluation of preservation format suitability, even in the context of emerging image formats. The efficacy of this system was validated through its application to extant image formats, resulting in the selection of TIFF, JFIF, and PNG as the optimal preservation formats. The outcomes of this study offer valuable insights and practical reference points for future preservation format evaluations within the field of electronic record management.

The Study on development of e-Learning Market through Analysis of the Type of Learning Motives : Focused on the Case of Credu (학습동기유형 분석을 통한 e러닝 시장의 개척과 확산 방안에 관한 연구 : 크레듀 사례를 중심으로)

  • Kim, Namkuk;Lee, Zoonki;Jung, Changuk;Kim, Jonghyuk
    • The Journal of Society for e-Business Studies
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    • v.18 no.3
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    • pp.177-193
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    • 2013
  • The study investigated how did Credu pioneer Korean e-Learning market and reinforce their core competencies and how did they promote business diversification analyzing type of learning motives and examining Credu real cases. Under the fierce competition in the current e-Learning market, Credu has maintained their core competencies and strengthened an active communication channels with customers with focusing on investment to core businesses. Credu has introduced more adventurous and challenging products and services with creating a new model for the types of learning motives. This study could introduce the new perspective about the type of learning motives in e-Learning area. Also, the case study of successful e-Learning company, Credu, could contribute to make more spread e-Learning market techniques in this field in practice.

Experimental Validation of Butler's MBTI-based Gamification Framework (버틀러의 MBTI기반 게이미피케이션 프레임워크에 대한 실험적 검증)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.17-26
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    • 2016
  • Various tools and studies improving quality of gamification systems have been suggested. Among those tools and studies, Butler suggested the gamification framework, which shows the preference of different game mechanics, applying particular motivational and behavioral tendencies in the Myers-Briggs Type Indicator(MBTI). The purpose of this paper is to validate if the preference of different game mechanics by MBTI personality types proposed by Butler would be existing. This study pointed out the problem of suggested gamification framework from butler through literature survey. Also, this study conducted statistical analyzation and survey to prove correlation between MBTI personality types and game mechanics. Through an experiment and analysis, this study proved that there is no correlation between MBTI personality types and preference of different game mechanics. The designer of gamification systems should consider that it is not effective to apply differential game mechanics by MBTI personality types. If need to design a gamification system, designer must consider game mechanics's characteristics in applied environmental condition.

Comparison of Reading, Writing Fluency of the Underachieving Children and Stuttering Children and School-Aged Children (학령기 말더듬아동의 읽기유창성 및 쓰기유창성 비교연구)

  • Park, Jin-Won
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.476-484
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    • 2014
  • The purpose of this study was to investigate the characteristics of reading, writing fluency of the underachieving children and stuttering children and school-aged children and frequency of errors. The participants were 15 underachieving children and 15 stuttering children and 15 school-aged children without disabilities. All participants were required to conduct reading, writing, speaking tasks. First, work for the reading tasks were different among the underachieving children and stuttering children and school-aged children. Second, writing tasks were not different among the groups in the writing fluency, but it was lacking in accuracy, which is stuttering, speaking fluency as well as their language fluency is suggesting the need for diagnosis and intervention. Third, this type of errors of writing tasks is showed higher levels of ommission, substitution, grammatical errors in the underachieving children group. The therapy of reading of stuttering also consider a treatment program that can be configured in the combined writing tasks.

다양한 중량물 운반(carrying) 유형에서의 최대허용 하중에 대한 비교평가

  • 이관석;박희석;서치원
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1995.04a
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    • pp.813-821
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    • 1995
  • 본 연구의 목적은 심리육체적 방법(Psychophysical method)을 이용하여 다양한 중량물운반 유형에서의 최대허용하중을 구하는 것이며 이의 타당성을 생리학적 방법(physiological method)을 이용하여 검토하는 것이다. 또한, 인체측정과 근력측정 자료를 이용하여 각 운반유형에서의 최대허용 하중을 예측하는 모형을 개발하고자 한다. 본 연구에서는 네 가지의 운반유형(Front carrying, One-hand side carrying, Two-hands side carrying 그리고 Back carrying)과 두가지의 보행 속도 (50.0 그리고 79.2 m/min)를 주요변수로 8가지의 작업에 대해 무작위로 선택하여 각 작업에 대한 최대허용 하중을 시간과 경비의 감소측면에서 폭넓게 사용되고 있는 심리육체적 방법으로 구하였다. 피실험자는 운반작업의 경력이 있는 실제 작업자군(n=7)과 그렇지 않은 학생군(n=10)으로 구분하여 건강한 남성 피실험자를 대상으로 연구를 실시하였다. 주실험전에 인체측정과 근력측정을 실시하였다. 이후에 심리육체적 방법과 생리학적 방법을 실시간(on-line)으로 실시하였다. 연구결과로 학생군과 작업자군간의 신체조건은 뚜렷한 차이를 보이지 않았으나 근력은 작업자가 우월하였다. 심리육체적 방법을 사용하여 도출된 최대허용 하중은 학생군, 작업자군 모두 운반유형의 변화에 따라 유의함을 보였다.(학생군:p=.0001 작업자군:p=.0001). 반면에 속도의 변화는 유의하지 않았다(학생군:p=.7954 작업자군:p=.9231). 또한 학생군과 작업자군 모두 Back carrying에서 가증 큰 하중을 운반하였다(학생군:8.16kg 작업자군:12.9kg). 심박수를 이용한 생리학적 연구에서는 평균 심박수가 거의 100 이하를 유지하므로써 피실험자들이 8시간 작업기준으로 보아 무리가 없는 최대허용 하중을 결정하였음을 보였다. 또한 각 운반작업에 대한 최대허용 하중을 예측하는 회귀모형을 제시하였다.

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A Study on the Optimization of Semantic Relation of Author Keywords in Humanities, Social Sciences, and Art and Sport of the Korea Citation Index (KCI) (한국학술지인용색인(KCI)의 인문학, 사회과학, 예술체육 분야 저자키워드의 의미적 관계 유형 최적화 연구)

  • Ko, Young Man;Song, Min-Sun;Lee, Seung-Jun
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.1
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    • pp.45-67
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    • 2015
  • The purpose of this study is to analyse the semantic relations of terms in STNet, a structured terminology dictionary based on author keywords of humanities, social sciences, and art and sport in the Korea Citation Index (KCI) and to describe the procedure for optimizing the relation types and specifying the name of relationships. The results indicate that four logical criteria, such as creating new names for relationships or limitation of typing the relationship by the appearance frequency of same type, consideration of direction of relationship, reflection to accept the existing name of relationships, are required for the optimization of the typing and naming the relationships. We applied these criteria to the relationships in the class "real person" of STNet and the result shows that 1,135 out of 1,743 uncertain relationships such as RT, RT_X or RT_Y are specified and clarified. This rate of optimization with ca. 65% represents the usefulness of the criteria applicable to the cases of database construction and retrieval.

Influential Factors on the Interactivity in the Interactive Space I ; Focus on the Analysis of Intersubject & Interaction Factors (상호작용 공간의 상호작용성 영향요인 I ; 인터서브젝트(Intersubject)와 인터랙션(Interaction) 요인의 세부유형 분석을 중심으로)

  • Lee, Jeong-min
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.152-164
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    • 2010
  • Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user-centered design methodology which uses the influential factors on the interactivity. This research is the first one of three linked- studies and categorizes the three main factors on the interactivity-Interface /Intersubject/Interaction. 'Interface' is the field for the interactivity. It will be the main subject for the second study. 'Intersubject' is the performer for the interactivity. Its specific attributes are analyzed in terms of user's needs for interactivity and six subdivisions are analyzed-functional & artistic need /external & subconscious need/info-communication & sympathy need. 'Interaction' is the performance for the interactivity. Its specific attributes are discussed in terms of behavioral interactive process and again sixsub-steps are analyzed-junction/immersion/ mental model/action/transformation/neo-experience.