• Title/Summary/Keyword: 콘텐츠요인

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Relationship between Organizational Culture and Job Characteristic and Job Continuance among Private Security Guards (민간경비원의 조직문화와 직무특성 및 직무지속의지의 관계)

  • Lee, Jong-Hwan
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.444-454
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    • 2014
  • The purpose of this study is compares organizational culture and job characteristic and job continuance will of private security searches its investigate relation. This study had selected private security company members from Seoul of 2011 for population. Using purposive sampling method, 280 samples were drawn and were used for the final analysis. Using SPSS WIN 18.0, frequency analysis, factor analysis, reliability analysis, multiple regression analysis were performed. Cronbach's ${\alpha}$ value which shows the reliability of the survey came out to be over .665. The conclusion is following : First, organizational culture of private security service affects in job characteristic. As a work period is long, the job importance and feedback appear high. As development mutual agreement culture is formed, the job importance, autonomy is high. As reasonable culture is formed, the job importance, autonomy, feedback are high. As a hierarchical culture is formed, the job importance, feedback rises, and on the other hand, autonomy decreases. Second, organization culture affects in job continuance will to private security guard. Job expectation is high in man group. As age is high, crisis sense decreases. As attainments in scholarship is high, job satisfaction, shrinkage, alternative expectation increase. As there are much monthly income, job satisfaction, shrinkage, job expectation, alternative expectation, crisis sense become increase. As development mutual agreement culture is formed, job satisfaction, malicious insincerity, job expectation, alternative expectation, crisis sense are high. As reasonable culture is formed, job expectation increases, and on the other hand, malicious insincerity decreases. As a hierarchical culture is formed, job satisfaction, malicious insincerity, job expectation, crisis sense appear high. Third, private security guard job characteristic affects in job continuance will. As attainments in scholarship is high, job satisfaction, job expectation, alternative expectation increase. As a work period is long, job satisfaction, job expectation, alternative expectation, crisis sense appear decreases. As there are much monthly income, job satisfaction, job expectation, alternative expectation, crisis sense increase. Job satisfaction, job expectation increases as recognize the job importance high. Job satisfaction, shrinkage, malicious insincerity, job expectation, alternative expectation increase as recognize autonomy high. If feedback is proceeded well, malicious insincerity decreases.

Trend Analysis of the Gwangju Citizens on Utilization of Oral Health Behavior and Dentifrice Containing Hinoki Cypress(Chamaecyparis obtusa) Extract (광주시민의 구강보건행태와 편백나무 추출물 세치제 구매 동향분석)

  • Park, Jin-Ju;Lee, Sook-Young;Kim, Su-Gwan
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.321-328
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    • 2012
  • The purpose of this study was to examine the toothbrushing behavior of the citizens, their use of dentifrice, awareness of the importance of dentifrice purchase and consciousness of dentifrice containing the extract of Chamaecyparis obtusa in the city of Gwangju. It's basically meant to provide some informations on the development of oral health supplies involving dentifrice containing the extract of Chamaecyparis obtusa in that city in an effort to help the city serve as a hub of the dental industry. The subjects in this study were the selected citizens in the city of Gwangju. As a result of analyzing their awareness of the importance of the considerations for the purchase and use of dentifrice, they gave 68.2% overall. They gave the highest marks of 83.3% to the importance of effect. As for the importance of each item, they gave the highest marks of 85.1% to the importance of the prevention of dental caries. Concerning differences in awareness of the importance of the external purchase factors according to age, every age group placed the most importance on inspection by the certification authorities except for those who were in their 40s and 60s, and the respondents who were in their 40s and 60s attached more importance to price than the other items. Regarding differences in awareness of the importance of effectiveness according to age, those who were under the age of 20 gave the highest marks of 79.8% to the importance of dental-caries prevention and whitening effects. As a result of asking them whether they had an intention to use dentifrice containing the extract of Chamaecyparis obtusa if this dentifrice would be developed, 54.6% replied they had the intention. When they were asked another question whether they thought this dentifrice would have an effect on oral health, 55.1% answered they thought so. 33.8% expected this dentifrice to have a primary effect on the prevention of dental caries. Given the findings of the study, full-scale R&D efforts should be directed into the development of dentifrice containing the extract of chamaecyparis obtusa in the future.

Comparative Analysis Per Area of the Liver Diseases in Ultrasound Diagnosis of Healthcare Center (건강검진 초음파에서 지역별 간질환 유병률 비교 분석)

  • Lee, Mi-Yeon;Jung, Hong-Rayng;Lim, Chung-Hwan
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.278-287
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    • 2009
  • The study find out developmental factors of the liver diseases in 29,531 subject of the healthy adults who diagnosed by using ultrasound at healthcare centers located at 6 cities around the nation. The results are as follows. Based on the result of the study, the liver diseases diagnosed by using ultrasound revealed to show 43.1% of prevalence, and the occurrence was significantly higher in male(23.3%) than in female (19.8%)(p<0.001). The disease revealed to show highest prevalence rate in regionally, Dae-jeon was found to record the highest prevalence by showing 49.6% (p<0.001). The order of liver disease prevalence was the highest in Dae-jeon(49.6%),which was followed by Seoul(48.2%), Busan(42.9%), Incheon(36.2%), Daegu(36.2%), Kangju(32.1%)(p<0.001). The order of hepatic disease prevalence was the highest in fatty liver (69.7%), which was followed by intrahepatic cysts (13.2%), intrahepatic calcification (9.6%), intrahepatic hemangioma (4.5%), intrahepatic tumor (1.4%), diffuse liver disease (1.0%),and liver cirrhosis (0.5%) (p<0.001). The liver disease revealed to show highest prevalence rate in 40s and regionally, disease was found to record the highest prevalence from 30s to 50s (p<0.001). The distribution of the liver diseases by sex revealed to show the higher occurrence of the fatty liver and the diffuse liver diseases in male, but the intrahepatic cysts, intrahepatic calcification and intrahepatic tumors were highly distributed in female. In the regional evaluation, the fatty liver was most often found in Busan, and intrahepatic cysts, intrahepatic hemangioma, intrahepatic calcification and intrahepatic tumors were highly found in Dae-jeon and Seoul revealed to show higher occurrence of diffuse liver disease than other regions (p<0.001). The multiple regression analysis for the related factors which affect the prevalence of the liver diseases resulted to show the higher prevalence by age. sex,

The Study On Quality Control of Magnetic Resonance Imaging System (자기공명영상장치의 정도관리에 관한 연구)

  • Jeong, Cheon-Soo;Lim, Cheong-Hwan
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.178-186
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    • 2009
  • The quality control is needed to ensure the accuracy of medical information and achieved by evaluating the performance of and maintaining the system and practicing various measurements and evaluations. The Korean Institute for Accreditation of Medical Image, therefore, have held educational program for quality control of special medical equipments. The major of programs participants, however, are radiology specialists with only small number of radiological technologists from some hospitals, furthermore, the follow-up education and the share of information between participants and non-participants are insufficient in general, thus, the knowledge level of radiological technologists, regardless of their participation, is relatively low. This study carried out the questionnaire research for the 500 radiological technologists registered in Korean Society of MRI Technology, on the basis of 2008, and performed analysis for five months from May to Oct., 2008. The questionnaires were delivered by post to each radiological technologists and the response rate was 36%(n=180). The results of this revealed that the 86.7% of respondents felt the necessity of inspection on quality management, while only the 27.8% completed the educational program for manager of special medical equipment. and only the half(53.9%) had the knowledge about inspection on quality management. The completion of educational program had no correlations with sex, age, size of occupying hospital, the number of radiological technologists in occupying site and MRI laboratory, career year of general radiologist and in MRI laboratory, and the presence of biomedical engineering department in occupying hospital. The 78.0% of participants at the educational program for quality management held by the Korean Institute for Accreditation of Medical Image had the knowledge about inspection on quality management(p<.05) whereas the 43.9% of the hospitals held such program and the 54.4% of radiological technologists from those hospitals had related knowledge, which indicated that such programs held by hospitals had not effects on the knowledge level of radiological technologists. This indicates also that the contents, methods, and other conditional factors of educational programs are important for the outcome of them.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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A Study on the Development Strategy of Smart Learning for Public Education (스마트러닝의 공교육 정착을 위한 성공전략 연구)

  • Kim, Taisiya;Cho, Ji Yeon;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.123-131
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    • 2015
  • Recently the development of ICT has a big impact on education field, and diffusion of smart devices has brought new education paradigm. Since people has an opportunity to use various contents anytime and communicate in an interactive way, the method of learning has changing. In 2011, Korean government has established the smart education promotion plan to be a first mover in the paradigm shift from e-learning to smart learning. Especially, government aimed to improve the quality of learning materials and method in public schools, and also to decrease the high expenditure on private education. However, the achievement of smart education policy has not emerged yet, and the refinement of smart learning policy and strategy is essential at this moment. Therefore, the purpose of this study is to propose the successful strategies for smart learning in public education. First, this study explores the status of public education and smart learning environment in Korea. Then, it derives the key success factors through SWOT(Strength, Weakness, Opportunity, Threat) analysis, and suggests strategic priorities through AHP(Analytic Hierarchy Priority) method. The interview and survey were conducted with total 20 teachers, who works in public schools. As a results, focusing on weakness-threat(WT) strategy is the most prior goal for public education, to activate the smart learning. As sub-factors, promoting the education programs for teachers($W_2$), which is still a weakness, appeared as the most important factor to be improved. The second sub-factor with high priority was an efficient optimizing the capability of new learning method($S_4$), which is a strength of systematic public education environment. The third sub-factor with high priority was the extension of limited government support($T_4$), which could be a threat to other public schools with no financial support. In other words, the results implicate that government institution factors should be considered with high priority to make invisible achievement in smart learning. This study is significant as an initial approach with strategic perspective for public education. While the limitation of this study is that survey and interview were conducted with only teachers. Accordingly, the future study needs to be analyzed in effectiveness and feasibility, by considering perspectives from field experts and policy makers.

A Study on Brand Recognition of BICOF : Comparative Analysis on the Visitor and Non-Visitor (부천 국제만화축제 브랜드 인식에 관한 연구: 참관자와 비참관자 비교분석을 중심으로)

  • Yoon, Ji-Young;Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.26
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    • pp.131-156
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    • 2012
  • As the Global Age has arrived, the domain of festivals has expanded to fulfill the role of being not only a tourist attraction but of being a factor that determines the image and identity of cities, and the factor of enhancing the brand value of a particular city is being focused upon. The city of Bucheon, which aims to be a culture oriented city, is attempting to utilize the Bucheon International Comics Festival as a cultural asset for the revitalization of the city. This study has as its purpose the development of an evaluation index model on the brand value of the Bucheon International Comics Festival and research being conducted based on the developed evaluation index model on the awareness level of the citizens of Bucheon of the festival. In regards to this, the theoretical background was examined and the index model was developed based on precedent research. Based on this, a survey of 1,000 citizens of Bucheon was conducted in this study. This study conducted a survey targeting 500 persons, dividing them into 2 groups according to whether they participated in the festival. The survey of this study established 9 evaluation categories for the International Comics Festival evaluation index model which consists of demographic research and participation motivation, value of comics, festival brand awareness and association image, perceived product quality and loyalty for the festival, internationality of the festival and urban activation. Each survey question is composed of 5 points scale measurement. As a result of the survey, 'for an education of children' was the highest for the participation motivation, and 'not knowing of the festival information' was the highest for the reason of not having participated. The industrial value was evaluated as the highest among the value of comics by the both two groups, and it was studied that there was perception gap for the festival according to whether they participated in the festival for each survey question. It was revealed that the level of awareness of the Bucheon International Comics Festival was "normal," the "city revitalization" index and the "value of comics" index were relatively high and the "international character of the festival" index was the lowest. Furthermore, it was shown that there were differences in the awareness of the established categories of the developed evaluation index model based on whether or not there was participation in the festival. This study comprehensively organizes these analytical results and derives implications which can be used as data for the criteria of the development of future strategy for the Bucheon International Comics Festival.

A Study on the Qualitative Evaluation Factors for Mobile Game Company (모바일게임 기업의 정성적 평가요인에 관한 연구)

  • Choi, Seok Kyun;Hwangbo, Yun;Rhee, Do Yun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.3
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    • pp.125-146
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    • 2013
  • Nowadays, the performance of the mobile game sales is influencing the ranking of game companies listed on KOSDAQ. In the meantime, venture capital companies had focused on online game. Recently, however, they have great interest in mobile games and mobile game companies. In addition, angel investors and accelerators are increasing investment for the mobile game companies. The most important issues for mobile game investor is how to evaluate the mobile game companies and their contents. Therefore, this study derived the evaluation factors for the mobile game company. And research method converged of the opinions of both supply side and demand side of the game industry. Ten professionals who are responsible for the supply of the game industry and CEO group & development experts of game development company were selected for survey in this study. Also ten professionals who are responsible for the demand of the game industry and the investment company were selected for survey in this study. And Delphi technique was performed according to the survey. Management skills, development capabilities, game play, feasibility, operational capabilities has emerged as five evaluation factors to evaluate the mobile game company. And the 20 sub-factors including CEO's reliability were derived. AHP(Analytic Hierarchy Process) theory is applied to analyze the importance of the qualitative elements which were derived by Delphi technique. As a result, the analysis hierarchy of evaluation factors for the mobile game company was created. Pair-wise comparison for each element was performed to analyze the importance. As a result, 'Core fun of the game' (12,2%), 'Involvement of the game' (10.3%), 'Security Reliability' (8.9%), 'Core developers' ability' (7.6%) appeared in order of importance. The significance of this study is offering more objective methodology for realistic assessment and importance of elements to evaluate mobile game company.

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Analysis on Dynamics of Korea Startup Ecosystems Based on Topic Modeling (토픽 모델링을 활용한 한국의 창업생태계 트렌드 변화 분석)

  • Heeyoung Son;Myungjong Lee;Youngjo Byun
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.315-338
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    • 2022
  • In 1986, Korea established legal systems to support small and medium-sized start-ups, which becomes the main pillars of national development. The legal systems have stimulated start-up ecosystems to have more than 1 million new start-up companies founded every year during the past 30 years. To analyze the trend of Korea's start-up ecosystem, in this study, we collected 1.18 million news articles from 1991 to 2020. Then, we extracted news articles that have the keywords "start-up", "venture", and "start-up". We employed network analysis and topic modeling to analyze collected news articles. Our analysis can contribute to analyzing the government policy direction shown in the history of start-up support policy. Specifically, our analysis identifies the dynamic characteristics of government influenced by external environmental factors (e.g., society, economy, and culture). The results of our analysis suggest that the start-up ecosystems in Korea have changed and developed mainly by the government policies for corporation governance, industrial development planning, deregulation, and economic prosperity plan. Our frequency keyword analysis contributes to understanding entrepreneurial productivity attributed to activities among the networked components in industrial ecosystems. Our analyses and results provide practitioners and researchers with practical and academic implications that can help to establish dedicated support policies through forecast tasks of the economic environment surrounding the start-ups. Korean entrepreneurial productivity has been empowered by growing numbers of large companies in the mobile phone industry. The spectrum of large companies incorporates content startups, platform providers, online shopping malls, and youth-oriented start-ups. In addition, economic situational factors contribute to the growth of Korean entrepreneurial productivity the economic, which are related to the global expansions of the mobile industry, and government efforts to foster start-ups. Our research is methodologically implicative. We employ natural language processes for 30 years of media articles, which enables more rigorous analysis compared to the existing studies which only observe changes in government and policy based on a qualitative manner.

Extracting Beginning Boundaries for Efficient Management of Movie Storytelling Contents (스토리텔링 콘텐츠의 효과적인 관리를 위한 영화 스토리 발단부의 자동 경계 추출)

  • Park, Seung-Bo;You, Eun-Soon;Jung, Jason J.
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.279-292
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    • 2011
  • Movie is a representative media that can transmit stories to audiences. Basically, a story is described by characters in the movie. Different from other simple videos, movies deploy narrative structures for explaining various conflicts or collaborations between characters. These narrative structures consist of 3 main acts, which are beginning, middle, and ending. The beginning act includes 1) introduction to main characters and backgrounds, and 2) conflicts implication and clues for incidents. The middle act describes the events developed by both inside and outside factors and the story dramatic tension heighten. Finally, in the end act, the events are developed are resolved, and the topic of story and message of writer are transmitted. When story information is extracted from movie, it is needed to consider that it has different weights by narrative structure. Namely, when some information is extracted, it has a different influence to story deployment depending on where it locates at the beginning, middle and end acts. The beginning act is the part that exposes to audiences for story set-up various information such as setting of characters and depiction of backgrounds. And thus, it is necessary to extract much kind information from the beginning act in order to abstract a movie or retrieve character information. Thereby, this paper proposes a novel method for extracting the beginning boundaries. It is the method that detects a boundary scene between the beginning act and middle using the accumulation graph of characters. The beginning act consists of the scenes that introduce important characters, imply the conflict relationship between them, and suggest clues to resolve troubles. First, a scene that the new important characters don't appear any more should be detected in order to extract a scene completed the introduction of them. The important characters mean the major and minor characters, which can be dealt as important characters since they lead story progression. Extra should be excluded in order to extract a scene completed the introduction of important characters in the accumulation graph of characters. Extra means the characters that appear only several scenes. Second, the inflection point is detected in the accumulation graph of characters. It is the point that the increasing line changes to horizontal line. Namely, when the slope of line keeps zero during long scenes, starting point of this line with zero slope becomes the inflection point. Inflection point will be detected in the accumulation graph of characters without extra. Third, several scenes are considered as additional story progression such as conflicts implication and clues suggestion. Actually, movie story can arrive at a scene located between beginning act and middle when additional several scenes are elapsed after the introduction of important characters. We will decide the ratio of additional scenes for total scenes by experiment in order to detect this scene. The ratio of additional scenes is gained as 7.67% by experiment. It is the story inflection point to change from beginning to middle act when this ratio is added to the inflection point of graph. Our proposed method consists of these three steps. We selected 10 movies for experiment and evaluation. These movies consisted of various genres. By measuring the accuracy of boundary detection experiment, we have shown that the proposed method is more efficient.