Kim, Suk Hwan;Han, Sang Hoon;Kim, Bora;Kang, Hyoung Goo
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.15
no.4
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pp.277-301
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2020
This study surveyed 503 adults to examine the effect of gaming disorder classification, recently announced by World Health Organization(WHO), when it is applied to Korean game market. Considering the difference in respondents' background knowledge on gaming disorder, half of the respondents were randomly assigned to read an informative news article describing WHO's decision and its expected effect on domestic game industry. Based on previous literature of gaming disorder, we categorized respondents into a normal-use group and a potentially problematic-use group. As a result of analyses, it was found that the gaming disorder classification would yield overall reduction of game-related consumption in terms of gaming time(24%), game cost(28%), the number of games(22%), etc. The potentially problematic group showed higher willingness to pay for gaming than the normal group did, even if the game cost presumably increases due to the gaming disorder classification. A similar outcome was observed in those with high stress levels. This implies that the policy to solve game addiction problems may ironically lead to unexpected cost increases to the target group of the policy. Hence, problematic groups, especially, highly stressful people and the people with the lack of self-control, need to be considered when the gaming disorder classification policy is established. Furthermore, the informative news article had the preventive effect on the attitude and the intention of the people with moderate or high self-control capacity, but not to the people with gaming-additive tendencies, Again, this finding confirms the necessity of the tweezers policy to refine target groups by their characteristics and prepare for differentiated policies. When the gaming disorder classification is simply adopted with no consideration of domestic circumstances, irreversible loss could affect Korean game users, game industries, and related companies. This calls for urgent cooperation between academia, government, and industry to set up appropriate measures to deal with the gaming disorder classification.
The purpose of this research is to achieve qualitative growth for private security industry as a sector of service industry to attract clients and promote the growth of the private security industry by analyzing the factors which influence the customer's service satisfaction in using the private security services. A regression analysis was conducted to determine the factors which influences the satisfaction of private security service to ultimately achieve the research purpose. In the regression analysis, the difference between corporate clients and individual clients were analyzed for the sake of providing better security services and marketing applications. As a result, the factors that influences the satisfaction of the categorized groups were very clearly signified. Both individual and corporate clients showed increase in satisfaction rate when the fear of crime decreased. This result implies that the private security firms must possess segmented strategies as well as strategies to lower the fear factors of clients. There were no differences in all satisfaction-influencing factors when the fear reduction variable was exempted among both corporate and individual clients in usage satisfaction. This result shows that clients demand varies according to the client and the security firms must react to these demands by the clients. Although private security industry possess very clear publicity, it is a profit generating industry sector therefore, like other service industry, the private security services must implement strategies to keep up with the paradigm. If the satisfaction determinants from the research results are grafted into strategies such relationship marketing and target market selection, higher service satisfaction can be achieved from the clients.
This paper consists of two parts: In the first part, we describe our work to build hierarchical knowledge base of digital library patron's research interests and learning topics in various scholarly areas through analyzing well classified Electronic Theses and Dissertations (ETDs) of NDLTD Union catalog. Journal articles from ACM Transactions and conference web sites of computing areas also are added in the analysis to specialize computing fields. This hierarchical knowledge base would be a useful tool for many social computing and information service applications, such as personalization, recommender system, text mining, technology opportunity mining, information visualization, and so on. In the second part, we compare four grouping algorithms to select best one for our data mining researches by testing each one with the hierarchical knowledge base we described in the first part. From these two studies, we intent to show traditional verification methods for social community miming researches, based on interviewing and answering questionnaires, which are expensive, slow, and privacy threatening, can be replaced with systematic, consistent, fast, and privacy protecting methods by using our suggested hierarchical knowledge base.
Park, Sung-Hoon;Nam, Tae-Hyun;Cha, Young-Doo;Lee, Su-Hwan;Yeo, Gi-Tae
Journal of Digital Convergence
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v.15
no.8
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pp.103-114
/
2017
With the development of IT technology and the establishment of logistics infrastructure, online shopping market and online fresh food market are growing. The purpose of this study is to find a plan to activate Fresh Logistics through online shopping mall using BCG matrix and Importance Performance Analysis for online shopping companies. Firstly, the BCG matrix results Companies in 'cash cow', 'question mark', and 'dog' areas are in need of improvement. In order to improve this situation, it is necessary to activate the Fresh logistics market which is currently growing. Fresh logistics can be activated by investing in the maintenance and strengthening areas and key investment areas by minimizing the expenditure on the non-priority and excess areas according to the results of IPA. Therefore, it is expected that online shopping companies will be improved by activating online shopping market and online fresh logistics market.
Bus headway plays an important role not only in determining the passenger waiting time and bus service quality, but also in influencing the bus operation cost and passenger demand. Previous research on headway control has considered only an hourly difference in the distribution of ridership between peak and non-peak hours. However, this approach is too simple to help manage ridership demand fluctuations in a short time scale; thus passengers' waiting cost will be generated when ridership demand exceeds the supply of bus services. Moreover, bus ridership demand varies by station location and traffic situation. To address this concern, we propose a headway control algorithm for minimizing the waiting time cost by using Smart Card data. We also provide proof of the convergence of the algorithm to the desired headway allocation using a set of preconditions of political waiting time guarantees and available fleet constraints. For model verification, the data from the No. 143 bus line in Seoul were used. The results show that the total savings in cost totaled approximately 600,000 won per day when we apply the time-value cost of waiting time. Thus, we can expect that cost savings will be more pronounced when the algorithm is applied to larger systems.
Population aging is an inevitable problem in our society nowadays, and the current aging trend in Asia is prominent and the number of elderly people is huge, among which the World Health Organization predicts that by 2050, 35% of China's population will be over 60 years old, making it the most serious aging country in the world. According to actual reports and surveys, there is a clear digital divide between a large proportion of the elderly and ICT technology, which has had a negative impact on the quality of life and mentality of the elderly living in cities due to the rapid development of technology and the dramatic changes that have occurred in urban life in recent years. The author chose Chinese urban elderly as the main research topic, the research method through the collation of existing literature and information combined with the actual data research, narrative collation of the current situation of ICT use among the Chinese urban elderly and the causes of the difficulties, summarize the ability of the Chinese urban elderly as the representative of the elderly users to master and learn ICT. The study concluded that the needs of the elderly for ICT are multi-layered and there is a gradation in the ability of the elderly users to master various ICT services, so that the elderly can better use and enjoy ICT services and provide teaching and services in a hierarchical and targeted manner can be the next research direction.
The purpose of this study is to encourage continuous participation in sports and to provide basic data for the promotion of participation in leisure sports. To achieve the purpose, this study conducted factor scaling analysis on participation motives for leisure sports and subdivided them to analyze psychological reactions of participants. As for study methods, this study collected master and doctor's degree theses and academic journals on motives for sports participation that were conducted from 1997 to 2012 from Korean major search engines. On the search engines, a keyword 'motive' was searched first and then studies on participation motive for leisure sports were collected. Key words that appeared when searching 'motive' were combined with other key words and word spacing between them were checked before conducting a literature analysis. The study results showed that participation motives for leisure sports were divided into a participation motive, an internal motive, an external motive, a leisure motive and other motives. It was identified that there were 23 factors for the participation motive, 17 factors each for the internal motive and the external motive, 8 factors for the leisure motive and 57 factors for other motives. It was found out that 76 factors were used to study a participation motive for leisure sports, excluding the factors that have similar or overlapping meaning based on each factor.
Beom-Sik Moon;Tae-Goun Kim;Chae-uk Song;Young-Jin Kim
Journal of Navigation and Port Research
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v.47
no.3
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pp.128-133
/
2023
In order for Aids to Navigation to provide sustainable services to users, it is possible when there is no Aids to Navigation accident. If an Aids to Navigation accident occurs, the manager should efficiently manage it to prevent the same accident. However, the current Aids to Navigation accident management only specifies the cause and type of the accident. There are no separate guidelines. Thus, the accident is recorded differently depending on the manager. Therefore, this study attempted to redefine Aids to Navigation accident. To this end, Aids to Navigation accidents that have occurred over the past 23 years (year 2000 to years 2022), IALA's Aids to Navigation information standard, S-201, and categories of accidents (traffic accidents and marine accidents) were analyzed. Causes of Aids to Navigation accidents were divided into internal and external causes. Accidents were divided into three types: Light tower accident, buoy accident, and equipment accident. By further subdividing primary items, the cause of accident was reestablished into 7 items such as mooring and bad weather and 11 items such as Light tower damage, buoy loss, and equipment breakdown. These research results can be used as basic data to provide future Aids to Navigation accident statistics.
In the recent years, the internet has become accessible without limitation of time and location to anyone with smartphones. It resulted in more convenient travel information access both on the pre-trip and en-route phase. The main objective of this study is to conduct a stationary test for traffic information web/mobile application access indexes from TCS (Toll Collection System); and analyzing the relationship between the web/mobile application access indexes and actual traffic volume on expressways, in order to analyze searching behavior of expressway related travel information. The key findings of this study are as follows: first, the results of ADF-test and PP-test confirm that the web/mobile application access indexes by time periods satisfy stationary conditions even without log or differential transformation. Second, the Pearson correlation test showed that there is a strong and positive correlation between the web/mobile application access indexes and expressway entry and exit traffic volume. In contrast, truck entry traffic volume from TCS has no significant correlation with the web/mobile application access indexes. Third, the time gap relationship between time-series variables (i.e., concurrent, leading and lagging) was analyzed by cross-correlation tests. The results indicated that the mobile application access leads web access, and the number of mobile application execution is concurrent with all web access indexes. Lastly, there was no web/mobile application access indexes leading expressway entry traffic volumes on expressways, and the highest correlation was observed between webpage view/visitor/new visitor/repeat visitor/application execution counts and expressway entry volume with a lag of one hour. It is expected that specific individual travel behavior can be predicted such as route conversion time and ratio if the data are subdivided by time periods and areas and utilizing traffic information users' location.
Journal of the Korean Institute of Landscape Architecture
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v.46
no.6
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pp.41-48
/
2018
The aim of this study is to provide foundational knowledge of how to enhance the user satisfaction of urban parks. The study seeks to identify essential factors that influence user satisfaction and to provide better design strategies for future park design as well as the reorganization of existing ones. To measure user satisfaction, this study used factor analysis to extract essential factors - facility conditions, landscape and scenery, safety, and kindness - by using data from a survey conducted by the city of Seoul in 2017. We then used a regression analysis to infer causal relationships between the independent variables and the dependent variables (user satisfaction). The results revealed that the most significantly and positively related variable to user satisfaction in urban parks was safety (${\beta}=0.276$, p<.000), followed by landscape and scenery (${\beta}=0.230$, p<.000), facility conditions (${\beta}=0.215$, p<.000), and kindness (${\beta}=0.208$, p<.000). The results indicate that, for future urban park designs, planners and designers should prioritize the issues of safety by adopting crime prevention through environmental design (CPTED). In addition, planners and designers of future park designs should heavily weigh the selection and provision of relevant facilities for the intended use as well as well-arranged and well-managed plants and trees. Based on the results of IPA analysis, the most urgent improvement elements appeared to be the factor of kindness; however, the impact of kindness influencing user satisfaction was less important than that of safety and landscape and scenery in the urban park design processes. This study demonstrates that to maximize the user satisfaction of the urban park design processes and to provide more valuable spaces for users, it is necessary to secure park safety and to create well-composed landscape and scenery. Future research should provide more detailed and specified urban park design strategies corresponding with the importance of the factors identified in this study.
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