• Title/Summary/Keyword: 인기 요인

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A Comparative Study of Domestic Travel Patterns and Determinant Factors Affecting Satisfaction by Generations (대한민국 국민의 세대별 국내여행 방식 및 만족도 영향요인)

  • Mi-Sook Lee;Yoon-Joo Park
    • Information Systems Review
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    • v.22 no.2
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    • pp.137-166
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    • 2020
  • While South Koreans overseas travelling rate has been increased every year, domestic travelling rate has been at a standstill for several years. The purpose of this study is to analyze domestic traveling styles of Koreans according to their generations in order to provide generation-specific traveling services. For this purpose, we categorized the survey respondents into four different generations, which are Millennium (age 19~34), X generation (35~54), Baby Boomer (55~64) and senior by following the criterions of the Korea National Tourism Organization. After then, we analyze factors related to travel preparation process, the actual traveling activities and satisfaction after the travel. In this study, 16,713 data collected by the Ministry of Culture, Sports and Tourism are used. The results of this study show that Korean people tends to acquire domestic traveling information from their own or acquaintances past experiences. Also, they do not prefer the organized trip for domestic travels, thus do not buy package products a lot. In addition, natural scenery, rich in cultural heritage, and convenient accommodation are the most important determinant factors affecting the overall travel satisfaction of level for all generations. The traveling characteristics for each generation are as follows. Millennium get traveling information from the internet a lot, and more specifically, they refer portal sites and social network services (SNS) in many cases. Also, they tend to travel in summer peak season to popular destinations and pursues active traveling experiences. Generation X has similar traveling patterns with Millennium, however they major transportation method is using their own car. Also, transportation convenience and satisfactory leisure activity are important factors affecting the overall satisfaction level to Generation X. On the other hand, Baby boomer generation has a greater emphasis on appreciation of nature, visiting famous restaurants, and relaxation, rather than actively participating experiencing programs. They travel evenly in summer and spring/fall season to many different areas instead of focusing on popular tourist spots. In addition, shopping and eating delicious food are the important factors affecting the overall satisfaction level for them. Lastly, Senior generation has similar characteristics with Baby boomer in many ways, however, they travel a lot on the same day using public transportations or car rental service. They prefer spring and autumn trips rather than summer peak season, and tend to buy packaged travel products a lot compared with other generations. If these different traveling characteristics of each generation are considered for organizing and customizing tourism services, it is expected that domestic tourism satisfaction level will be ultimately increased.

A Study on Identifying Factors Affecting Improvement for Academic Libraries Multimedia Services Using Six Sigma Methodology (6시그마 도구를 활용한 대학도서관 멀티미디어 서비스 개선 변수 도출에 관한 연구)

  • Noh, Dong-Jo;Nam, Min-Seok
    • Journal of the Korean Society for information Management
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    • v.30 no.1
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    • pp.111-129
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    • 2013
  • This study analyzed the process of multimedia services and indexed the core quality characteristics through the tools employed in 'Define' and 'Measure' steps of the 6 Sigma DMAIC methodology. To achieve the goal, as a case study of 'S' University Central Library, first, brainstorming technique was used to tap the librarians, second, interview with the half-time student workers, third, user's opinion on homepage was analyzed and lastly, the interview with the users. This study also drew some potential causal factors which would likely to affect the multimedia service using Process Map and C&E Diagram. Those factors were prioritized using X-Y matrix and Pareto Chart. This study revealed 14 factors affecting multimedia services: 'presence/absence of the persons who are in charge of selection', 'cycle of selection materials', 'presence/absence of seperated multimedia room', 'materials arrangement method', 'notification of popular materials', 'notification of documents arrivals', 'methods of noticing new arrivals', 'methods of ordering materials', 'cycle of checking order status', 'types of persons requesting materials', 'methods of requesting materials', 'checking of the status of the returned materials', 'methods of noticing materials in housed', and 'methods of ways to return overdue materials'.

Online Document Mining Approach to Predicting Crowdfunding Success (온라인 문서 마이닝 접근법을 활용한 크라우드펀딩의 성공여부 예측 방법)

  • Nam, Suhyeon;Jin, Yoonsun;Kwon, Ohbyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.3
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    • pp.45-66
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    • 2018
  • Crowdfunding has become more popular than angel funding for fundraising by venture companies. Identification of success factors may be useful for fundraisers and investors to make decisions related to crowdfunding projects and predict a priori whether they will be successful or not. Recent studies have suggested several numeric factors, such as project goals and the number of associated SNS, studying how these affect the success of crowdfunding campaigns. However, prediction of the success of crowdfunding campaigns via non-numeric and unstructured data is not yet possible, especially through analysis of structural characteristics of documents introducing projects in need of funding. Analysis of these documents is promising because they are open and inexpensive to obtain. We propose a novel method to predict the success of a crowdfunding project based on the introductory text. To test the performance of the proposed method, in our study, texts related to 1,980 actual crowdfunding projects were collected and empirically analyzed. From the text data set, the following details about the projects were collected: category, number of replies, funding goal, fundraising method, reward, number of SNS followers, number of images and videos, and miscellaneous numeric data. These factors were identified as significant input features to be used in classification algorithms. The results suggest that the proposed method outperforms other recently proposed, non-text-based methods in terms of accuracy, F-score, and elapsed time.

Discussion of the success of Motown records company (모타운 레코드사의 성공 요인에 대한 고찰)

  • Kong, Jin-Seok;Cho, Tae-Seon
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.439-445
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    • 2017
  • Summary. Most of American pop music, which are dominating the hegemony of the global pop music market, have been derived from the culture of African Americans, most of whom were slaves of European immigrants. The music of black slaves must be the one of the greatest undisputed achievements that have most influenced the American history. Indeed, All of the mainstream pop music works around the world, including those in America, are the descendants of the black music with the gene of the black people. We can say, therefore, the music born through the Afro-American culture has become the music that every person around the world enjoys in the present. Accordingly, K-Pop music culture, centered in idol group, is also based on the black music. This fact suggests that the K-Pop culture can be spread into people in different customs or traditions with little resistance. The success factor of Motown, at the very center of the black music, which integrated the whole global music, is not only their incredibly outstanding music works, but also the self-consciousness the musicians have that they are strongly reluctant to settle down to present reality. This shall lead to the necessity of self-reflection for the Korean music market, which are obsessed with present popularity and only taking advantage of teenager market, and for those engaged in music business in Korea, who are lack of the artistic value and the consciousness as artist.

Relations of Self-esteem to Teaching Aptitude in Pre-service Early Childhood Teachers (예비유아교사의 자아존중감과 교직적성에 관한 연구)

  • Kim, Jung Won;Jeon, Sun Ok
    • Korean Journal of Child Education & Care
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    • v.18 no.2
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    • pp.167-181
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    • 2018
  • Many factors that may affect teaching aptitude of pre-service early childhood teachers have been discovered. However, little is known about the relationship between self-esteem and teaching aptitude in them. This study aimed to investigated self-esteem in relation to teaching aptitude in pre-service early childhood teachers. Pre-service early childhood teachers' self-esteem scale and teaching aptitude scale assessed the self-esteem and teaching aptitude of 344 pre-service early childhood teachers in C-city in Gangwon-do and N-city in Kyunggi-do, Korea. Results showed that all four dimensions of the self-esteem were significantly related to teaching aptitude, indicating that pre-service early childhood teachers with higher self-esteem were likely to have greater teaching aptitude. Regression analysis indicated that self-esteem in the areas of leadership and popularity, self-assertiveness, and social-relations significantly predicted teaching aptitude of pre-service early childhood teachers.

Classification of Representative Emotions to Measure Emotions Expressed by Traditional Korean-style house (한국 전통가옥에서 느껴지는 감성 측정을 위한 대표 감성 분류)

  • Park, Eun Jung;Seo, Jong Hwan;Jeong, Sang Hoon
    • Smart Media Journal
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    • v.7 no.3
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    • pp.43-50
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    • 2018
  • Hanok (a traditional Korean-style house) has recently become a popular attraction for tourists all over the world. Jeonju Hanok Village, for example, attracted about 10 million visitors for 2 consecutive years. Observing Hanok's popularity, many local governments drew up plans to improve tourism dynamics by strengthening the advantages of Hanok. Emotionally rich experience is required to offer a greater satisfying experience that meets the demands of tourists. However, very few studies yet have addressed how to measure those emotions felt by users while experiencing Hanok. As an attempt to improve this situation, 182 emotional words were collected from earlier studies and classified into 33 groups with the Delphi method. Among the emotional words in each of the 33 groups, those of overlapping concepts on the characteristics of Hanok were re-grouped, and extracted the most appropriate 68 words. Additionally, a survey was conducted with 325 people who had experienced Hanok to gather 30-most representative emotions for measuring emotions felt from Hanok. The factor analysis of the 30 representative emotions resulted in classified 6 factors based on common features of emotional words: senses of aesthetics, happiness, novelty, ownership, balance and relaxation. The 30 representative emotions and six emotion categories found out by this study can help measure how much people feel certain emotions while experiencing hanoks. Further study will explore the degree of emotions hanok users feel about objects of hanok, such as roof materials and shapes, and body shapes.

Emoticon by Emotions: The Development of an Emoticon Recommendation System Based on Consumer Emotions (Emoticon by Emotions: 소비자 감성 기반 이모티콘 추천 시스템 개발)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.227-252
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    • 2018
  • The evolution of instant communication has mirrored the development of the Internet and messenger applications are among the most representative manifestations of instant communication technologies. In messenger applications, senders use emoticons to supplement the emotions conveyed in the text of their messages. The fact that communication via messenger applications is not face-to-face makes it difficult for senders to communicate their emotions to message recipients. Emoticons have long been used as symbols that indicate the moods of speakers. However, at present, emoticon-use is evolving into a means of conveying the psychological states of consumers who want to express individual characteristics and personality quirks while communicating their emotions to others. The fact that companies like KakaoTalk, Line, Apple, etc. have begun conducting emoticon business and sales of related content are expected to gradually increase testifies to the significance of this phenomenon. Nevertheless, despite the development of emoticons themselves and the growth of the emoticon market, no suitable emoticon recommendation system has yet been developed. Even KakaoTalk, a messenger application that commands more than 90% of domestic market share in South Korea, just grouped in to popularity, most recent, or brief category. This means consumers face the inconvenience of constantly scrolling around to locate the emoticons they want. The creation of an emoticon recommendation system would improve consumer convenience and satisfaction and increase the sales revenue of companies the sell emoticons. To recommend appropriate emoticons, it is necessary to quantify the emotions that the consumer sees and emotions. Such quantification will enable us to analyze the characteristics and emotions felt by consumers who used similar emoticons, which, in turn, will facilitate our emoticon recommendations for consumers. One way to quantify emoticons use is metadata-ization. Metadata-ization is a means of structuring or organizing unstructured and semi-structured data to extract meaning. By structuring unstructured emoticon data through metadata-ization, we can easily classify emoticons based on the emotions consumers want to express. To determine emoticons' precise emotions, we had to consider sub-detail expressions-not only the seven common emotional adjectives but also the metaphorical expressions that appear only in South Korean proved by previous studies related to emotion focusing on the emoticon's characteristics. We therefore collected the sub-detail expressions of emotion based on the "Shape", "Color" and "Adumbration". Moreover, to design a highly accurate recommendation system, we considered both emotion-technical indexes and emoticon-emotional indexes. We then identified 14 features of emoticon-technical indexes and selected 36 emotional adjectives. The 36 emotional adjectives consisted of contrasting adjectives, which we reduced to 18, and we measured the 18 emotional adjectives using 40 emoticon sets randomly selected from the top-ranked emoticons in the KakaoTalk shop. We surveyed 277 consumers in their mid-twenties who had experience purchasing emoticons; we recruited them online and asked them to evaluate five different emoticon sets. After data acquisition, we conducted a factor analysis of emoticon-emotional factors. We extracted four factors that we named "Comic", Softness", "Modernity" and "Transparency". We analyzed both the relationship between indexes and consumer attitude and the relationship between emoticon-technical indexes and emoticon-emotional factors. Through this process, we confirmed that the emoticon-technical indexes did not directly affect consumer attitudes but had a mediating effect on consumer attitudes through emoticon-emotional factors. The results of the analysis revealed the mechanism consumers use to evaluate emoticons; the results also showed that consumers' emoticon-technical indexes affected emoticon-emotional factors and that the emoticon-emotional factors affected consumer satisfaction. We therefore designed the emoticon recommendation system using only four emoticon-emotional factors; we created a recommendation method to calculate the Euclidean distance from each factors' emotion. In an attempt to increase the accuracy of the emoticon recommendation system, we compared the emotional patterns of selected emoticons with the recommended emoticons. The emotional patterns corresponded in principle. We verified the emoticon recommendation system by testing prediction accuracy; the predictions were 81.02% accurate in the first result, 76.64% accurate in the second, and 81.63% accurate in the third. This study developed a methodology that can be used in various fields academically and practically. We expect that the novel emoticon recommendation system we designed will increase emoticon sales for companies who conduct business in this domain and make consumer experiences more convenient. In addition, this study served as an important first step in the development of an intelligent emoticon recommendation system. The emotional factors proposed in this study could be collected in an emotional library that could serve as an emotion index for evaluation when new emoticons are released. Moreover, by combining the accumulated emotional library with company sales data, sales information, and consumer data, companies could develop hybrid recommendation systems that would bolster convenience for consumers and serve as intellectual assets that companies could strategically deploy.

User Acceptance of Social Network Games on Smart Devices: An Extension to the Technology Acceptance Model (스마트 기기 상에서의 소셜 네트워크 게임의 사용자 수용 연구: 확장된 기술수용모형)

  • Kim, Su-Yeon;Lee, Sang-Hoon;Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.5
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    • pp.173-184
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    • 2011
  • Today smart devices such as smart phones, smart pads and tablets have become necessities of modern people in both daily life and business as they have widely proliferated. One of the most popular application areas of smart devices is a game-related area. Among these applications social network games, played with other users through social networks, are ranked top in their popularity. Though much research of PC games and online games have been performed, little research of social network games and the factors affecting acceptance of social network games are not vigorous yet. Therefore, we aim to analyze the factors and their structural influence on acceptance of social network games. We add a couple of factors such as Social interaction, Mobility, Subjective Norm, and Flow reg arding the characteristics of social network games and analyze the structural relationships among these factors using Structural Equation Modeling. Analysis results and implications are suggested with concluding remarks.

An Empirical on the Korean Cosmetics Satisfaction of the Vietnamese Consumer and Repurchase Intention (베트남 소비자의 한국화장품 구매 만족과 재구매 의도에 관한 실증분석)

  • Vu, Thi Thao;Lee, Jehong
    • International Commerce and Information Review
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    • v.16 no.4
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    • pp.227-243
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    • 2014
  • Vietnam has a population of about 1% of the current annual growth rate of young population is more than half of the total population has the potential to be a total purchase. Vietnam as consumers to choose Korea cosmetics, attach importance to quality, reliability, origin and prefer excellent to high quality, functional and be relieved as the brand of the developed countries. Korean cosmetics are getting very popular and it is among the five largest exporter of cosmetics to Vietnam and raising the name proudly in current. In this study, the north of Vietnam (Ha noi, Bac Ninh, Hai Duong, Hai Phong, Phu Tho), a resident of 20-60 as consumers. Survey research method has adopted the Internet and Survey period was from September 2013 to May 2014 was performed. As a result, the total 163 respondents was obtained. The study provides useful information for people hopes to advance through the Vietnam or companies, entered the cosmetics.

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Trend Tracking Strategic System for Application on the Web Base on Town Watching (타운 워칭(Town Watching)에 의한 트렌드 트래킹 시스템과 활용에 관한 연구)

  • 한석우;김정진
    • Archives of design research
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    • v.13 no.4
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    • pp.225-231
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    • 2000
  • Forcasting the future is a very important task in design situation analysis. To do this, the reduction of life style, the tendency of product differentiation and individuality should be considered along with such changes as cultural, economical and social trends. At the moment, industrial structure is being reorganized from centering around the manufacturing industry to the distribution industry and consumers. Consumers show the attitude of expressing their individualities on the basis of various tastes rather than standardization. The flow of information also has been changing rapidly from the former types of information provided by producers to the age when consumers pursue the objective and model of information. Therefore, we are able to say that picking up the trends around the streets becomes more important than ever. Accordingly, the objective of this study is to establish a system which is able to effectively carry out the trend analysis by a town watching method, the construction of a database with collected data, and its practical application on the web.

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