• Title/Summary/Keyword: 인기 요인

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A study on Management and Problems in the Instruction of the Subject of Technology and Home Economics under the Implementation of the 7th National Curriculum Guideline (제 7차 교육과정에서 기술ㆍ가정교과 수업의 운영실태와 문제점에 관한 연구 - 제주도지역을 중심으로 -)

  • 고인숙;김혜연
    • Journal of Korean Home Economics Education Association
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    • v.15 no.4
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    • pp.67-86
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    • 2003
  • The purpose of this study was to understand on management and problems in the instruction of the subject of Technology and Home Economics, and to suggest the effective implementation schemes under 7th national curriculum guideline. The major results of this study were as follows. First, the teachers perceived the first reason why the subject of Technology and Home economics is being more unpopular is because the subject becomes not to include in the subjects of the national examinations for the Universities. Second. the teachers regarded the main problem in the present instruction of the subject of Technology and Home economics under 7th curriculum as the incorporation of the subject between Technology and Home economics, namely, no relation and organization with two majors. Third, which the teachers regarded as important tasks for effective management of the subject of Technology and Home economics were to lesser the extra charges except instruction related work of the teachers, and to increase the supply of the teachers itself.

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Study on Fun factor in Smartphone Convergence Game - Focusing on the Defense and Plunder (스마트폰 융복합 게임의 재미요인 분석 - 수성과 약탈을 중심으로)

  • Kim, In-Su;Jung, Hyung-Won;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.367-372
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    • 2015
  • Smartphone game market, smart phone appeared on the market and soon developed rapidly, generation change is happening. Generally, Smartphone games are only short-lived super cell's Clash of Clans is gaining popularity for over two years. So Clash of Clans this game with hold most characteristic elements of the defense and plunder on the subject analyzed the fun factor. In order to analyze the defense and plunder elements were prepared Clash of Clans and Kings of Thieves in cases. Two of the cases, depending on the fun theory Preparation, A sense of space, A solid core machanic, A range of challenge, A range of abilities required to solve the encounter and Skill required in using the abilities were evaluated in the fun factor analysis of defense and plunder elements.

The Arms Race on the Road: Exploring Factors of SUVs' Popularity by LDA Topic Model (도로 위의 군비경쟁: LDA 토픽모델을 활용한 SUV의 인기 요인 탐구)

  • Jeon, Seung-Bong;Goh, Taekyeong
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.239-252
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    • 2020
  • By using text mining, we explore the factors responsible for an increase in SUV preference. We collected 32,679 posts related to SUVs from "Bobaedream," the largest online automobile community in South Korea, and applied the LDA topic model. While previous studies have explained the SUV boom as an individual's risk aversion strategy from crime, the result shows that the topic of 'Safety' appears to be an important factor in the SUV discourse in the context of a car accident and high-speed driving situation. To conclude, the consumption of SUVs in Korean society serves as a mean to prevent anxiety and danger to individuals when driving. We insist that decreasing social trust, caused by an increase in inequality, underlies the perception of risk on the road.

Key Factors Influencing Continuance Intention toward Bike-Sharing Services in China: The Role of Perceived Value and Trust (중국 공유 자전거 서비스에서 지속 사용 의도에 영향을 미치는 선행 요인: 지각된 가치와 신뢰의 역할을 중심으로)

  • Hao, Xaoshui;Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.167-175
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    • 2020
  • With the recent revitalization of the shared economy, bike-sharing services are gaining huge popularity in the bicycle sector. Bike-sharing services are characterized by reducing environmental pollution and borrowing bicycles at low prices. This study investigated the mechanisms for the formation of customer's continuance intention toward bike-sharing services. The theoretical framework clarified the role of perceived value and trust in enhancing customer's continuance intention. Perceived usefulness, perceived ease of use and perceived enjoyment are considered as the vital factors of enhancing perceived value and trust in a service provider. The research model was validated by data from 217 bike-sharing users in China. Both perceived value and trust in a service provider had a significant impact on user's continuance intention. However, the analysis results showed that perceived usefulness does not have a significant impact on both perceived value and trust in a service provider. Perceived ease of use and perceived enjoyment played a significant role in enhancing both perceived value and trust in a service provider. Our results are expected to provide academic and practical implications for bike-sharing services.

Analysis of Factor's Priority for Activating the Industry of Global Content Distribution (글로벌 콘텐츠 유통산업 활성화 요인 중요도 분석)

  • Park, Chang-Mook;Jang, Hyung-Jun;Koh, Chan;Kim, Kwang-Ho
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.11-20
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    • 2014
  • Recently K-POP's popularity and the success story of 'Psy' suggests that Korean Culture can get the possibility of entry into the global major market. Increasing the purchasing power of global contents distribution also shows that the delivery of cultural content can be a big business model to create economic benefits. However, for sustainable diffusion of Korean culture, we need efforts to expand the business scope to the global market like the establishment of global distribution platform. In this study, we investigated key factors for activating the global content distribution and then analyzed priority of importance of the factors to be utilized the strategic alternatives using AHP method. To ensure the reliability of the study, experts (30patients) who worked more than 10 years of relevant work were included as population of the questionnaire. The results of analysis, the relative importance of content aspects were higher than technical aspects and policy aspects. In the analysis of the importance of the second layer factors, the business models of policy aspects were analyzed as a factor of top priority, then high-quality content production was selected as an important factor of the next higher ranks.

The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.

A Research on Value Chain Structure on TV Programs Focused on Means-End Chain theory on News, Drama, and Comedy (텔레비전 프로그램 시청 행위의 가치 사슬 구조 연구 국내 수도권 지역 대학생의 뉴스, 드라마, 코미디 프로그램 시청을 중심으로)

  • Kweon, Sang-Hee;Cha, Min-Kyung
    • Korean journal of communication and information
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    • v.71
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    • pp.194-223
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    • 2015
  • This study explores a value chain structure of TV program including news, drama, and comedy. The purpose of this research focused on factor analysis and the relationship among viewer's program selection motivations. This research explores correlation between personal value and viewing motivation. This study was to identify the value structure of respondent on TV program(news, drama, comedy) based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. The result shows that on news program the basic function is viewers are want to visual factor and quickly acquire social news and they pursue a value of personal social relationship. Whereas, on drama program, the viewers are reflected by around person, and they selected a program based on closed related person. In addition, the viewers are influenced by program's social nomination, production's brand in drama, and performer's nomination, producer and program prominence on comedy. The program selection is highly correlated on program selection's credibility, vital energetic life, and social relationship. The results shows that there was no significant difference between low involvement group and high involvement group for main category involvement group respondents.

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The Effect of BTS Preference on Fandom Star & Fan Community Identification and Purchase Intention - Focused on Korean and Southeast Asian - (BTS의 선호요인이 팬덤 동일시욕구와 구매의도에 미치는 영향 - 한국 및 동남아 팬을 중심으로 -)

  • Kim, Yoon-Chul
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.1-14
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    • 2020
  • This study was initiated by the interest in identifying what the characteristics of BTS' preference is in the expanded K-Pop market. For this study, a survey was conducted to Taiwan, Thailand, Vietnam, and Korea where BTS is popular. The results of this study show that Vietnam and Thailand have the most positive perceptions of most of the BTS preferences, and the factors affecting the highest quality were analyzed by the differentiating sense of BTS. BTS' preference is an independent variable consisting of five factors: singers and music, a discriminative sense, global communication, meditative lyrics and Korean sentiment. And it has been shown to have a statistically significant influence on both the fandom star and the fan community at a high level. In particular, the Identification desire for fandom star shows that the discriminative sense and meditative lyrics affect the positive at a high level. Also, the identification desire for the fan community's found that the attraction of singers and music affects the highest level of affection. This study was extended to Southeast Asian and Korean fans through a wide range of survey participants, and it is meaningful that a new perspective on the BTS preference was available. Nonetheless, Failure to take into account the various variables that may affect the fandom effect and the intent to purchase, and the lack of a survey of fans in the U.S. and Europe, which has more fans worldwide, could be a limitation of the study.

A Study on the Properties of Mobile Phone that Influence on the Choice of Handset and Telecommunication Company (이동전화기 속성이 이동전화기 및 통신사 선택에 미치는 영향 분석)

  • Kim, Hyun-Jong
    • Journal of Digital Convergence
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    • v.8 no.1
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    • pp.109-120
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    • 2010
  • Mobile phone-related industries have been mainly concentrated on attracting the new customers and increasing the market share such as for the aggressive marketing activities, but it is the time to find an effective strategy to preserve existing customers since the mobile phone market had already reached the saturation. In this study, the properties of mobile phone that influence on the choice of handset and telecom company were analyzed. General properties of respondents were explored and the mobile phone properties were grouped by common factors. And analyzed the effect of factors on customer satisfaction with structural equation model. 10.4% of respondents are used their handset more than two years and 48.7% wanted to purchase other manufacturer's handset if they repurchase mobile phone. These results might come form the fact that the life cycle of mobile phone become shorter by the heating competition in mobile phone market and, to some degree, the influence of smart phone which recently become globally popular. Four factors, 'Hardware Quality', 'Practicality', 'Convergence Functions' and 'Level of Awareness', are induced from the mobile phone properties. In Structural Equation Model analysis, 'Hardware Quality' and 'Practicality' have significant and positive effects on Customer Satisfaction. But, 'Awareness' such as brand and trend appeared quite less influence on the customer satisfaction.

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Factors Affecting the Usefulness of Online Reviews: The Moderating Role of Price (온라인 리뷰 유용성에 영향을 미치는 요인: 가격의 조절 효과)

  • Yun, Jiyun;Ro, Yuna;Kwon, Boram;Jahng, Jungjoo
    • The Journal of Society for e-Business Studies
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    • v.27 no.2
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    • pp.153-173
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    • 2022
  • This study analyzes yelp's online restaurant reviews written in 2019 and explores the factors influencing the decision of the usefulness for online reviews in the restaurant consumption decision process. Specifically, factors expected to affect review usefulness are classified according to the Elaboration Likelihood model. Also, it is assumed that the price range of the restaurant would have a moderating role. For the analysis, datasets provided by yelp.com in February 2020 are used. Among the datasets, online reviews of businesses located in Nevada in the US and belonging to the Food and Restaurant categories are targeted. As a result of the negative binomial regression analysis, it is confirmed that the central cues including review depth and readability and the peripheral cues including review consistency, reviewer popularity, and reviewer exposure positively affect the review usefulness. It is also confirmed that the influences of antecedents that affect the review restaurant prices moderate the effect of the central and peripheral cues on the review usefulness. It also provides implications for the need for price-differentiated review management strategies by review platforms and restaurant businesses.