• Title/Summary/Keyword: 프로모션

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Different Effects of Price Discounts on Game Purchase: Comparison between Single and Multi-Games (소비자들의 게임 이용에 가격할인이 미치는 영향; 싱글게임과 멀티게임 비교)

  • Choi, Kang-Jun;Hwang, Ji-Hyeon;Lee, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.561-571
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    • 2021
  • As the game industry grows, the companies are promoting price discounts to increase game sales and profits. Consumers generally feel guilt when they are purchasing games. Previous studies argue that consumers feel less guilty and justify their consumption more easily when they are purchasing hedonic products at discounted price. In this study, we argue that there are different types of games; multi-game where consumers socialize each other and single games not supporting socializing. In the multi-game, consumers make social relationship which can provide substantial benefits. Since multi-games are promoting consumers' socializing expected to have those benefits. Although most of game consumptions bring a sense of guilty feeling, purchasing multi-game may not cause guilt much because the benefits of socializing justify the consumption. To support my hypothesis, we collect the data from global game platform Steam to analyze the relationship between price promotion and number of consumers. As a result, price promotion has significantly different relationship between multi-and single game. The results of this study suggest several managerial implications.

The Relationship Between Electroencephalogram Response and Health Promoting Behavior by Applying Eight-Week Motionbeat Exercise to Obese Women (비만여성들의 8주간 모션비트 리듬운동 적용에 따른 뇌파반응과 건강증진행위의 관계)

  • Shin, Hye-Sun;Lee, Jong-Min;Seo, Su-Yeun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.400-411
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    • 2017
  • This study aimed to maximize the effectiveness of motionbeat rhythm exercise on obese women and its applicability in all fields of sports. In addition, this study aimed to propose a plan to promote continuous exercise for people to incorporate as a means to improve healthy lifestyle. The results showed several effects of EEG on health promoting behaviors. Electroencephalogram (Alpha Power) of the left prefrontal cortex showed to have a significant effect on health promotion activities, with respect to stress management, in the motion beat rhythm exercise group. Considering all research findings, we found that the 8-week motion beat exercise can be used as an appropriate and effective social sport program for overweight women as it brings forth positive changes in the prefrontal cortex that maximizes the pleasantness of and interest in health promotion activities relating to stress management. Moreover, we suggest that it can be a method to create an environment for overweight people to continuously participate in exercises by providing results from fun and relaxingactivities, rather than just creating simple physical effects.

Design and Implementation of a Motion Gesture Framework based on the Smart Phone Accelerometer Sensor (스마트폰 가속도 센서를 이용한 모션 제스쳐 프레임워크의 설계 및 구현)

  • Lee, Gimun;Yi, Shinyoung;Kim, Jonghyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.305-308
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    • 2012
  • 본 논문에서는 스마트폰 가속도 센서를 이용한 새로운 사용자 인터페이스인 모션 제스쳐 프레임워크를 제안한다. 최근 IT 패러다임의 변화를 주도하고 있는 스마트폰의 대표적인 특징 중의 하나가 터치 인터페이스이다. Apple 사의 iPhone은 세계 최초로 터치스크린으로 가능한 사용자 입력들을 체계적으로 정리하여 터치 제스처를 정의하고 상용화에 성공 하였다. 본 연구에서는 기존의 터치 인터페이스를 대체하거나 보완할 새로운 인터페이스로서 스마트폰의 가속도 센서를 이용한 모션 제스처 프레임워크를 설계하고, 실제 스마트폰 응용 프로그램의 사용자 인터페이스에 적용하여 활용 가능성을 보여준다.

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A study on correcting baseball posture with motion sensor in Kinect (Kinect의 모선 인식 센서를 활용한 야구 자세 교정에 관한 연구)

  • Kim, Yeon Woo;Nasridinov, Aziz
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.05a
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    • pp.532-534
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    • 2018
  • 본 논문은 한국에서 야구에 관련 직무에 종사하는 사람 또는 야구를 배우고 싶은 사람에게 도움을 주고자 Kinect의 모션 인식 센서를 이용하여 자세인식에 관련 된 연구 내용이다. 야구를 배우고자 하는 사람들에게 자세에 대한 교정과 자신이 직접 자신의 자세를 보면서 활용할 수 있도록 하는 것이 궁극적 목표이며 프로그램의 제작자의 개입이 없이 사용자가 주제가 될 수 있도록 한다. Kinect에서의 야구 자세를 저장하여 자신의 모습과 비교하여 자세에 대한 피드백을 받을 수 있다. 이 프로그램을 통해 사람들이 좀 더 야구에 대해 쉽게 접근하고 이용할 수 있음이 프로그램의 구현 방향이며 야구를 접하는 사람들에게 자세 부분에 도움을 주고 야구를 즐기는 사람들도 도움을 얻는 기대효과를 가지는 프로그램이다.

Analysis of User Head Motion for Motion Classifier of Motion Headset (모션헤드셋의 동작분류기를 위한 사용자 머리동작 분석)

  • Shin, Choonsung;Lee, Youngho
    • Journal of Internet of Things and Convergence
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    • v.2 no.2
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    • pp.1-6
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    • 2016
  • Recently, various types of wearable computers have been studied. In this paper, we analyze the characteristics of head motion information for the operation of the motion classifier produced motion headset that the user can use while listening to music. The prototype receives music from smart phone over bluetooth communications, and transmits the motion information measured by the acceleration sensor to the smart phone. And the smartphone classifies the motion of the head through a motion classifier. we implemented a prototype for our experiment. The user's head motion "up", "down", "left" and "right" were classified using a Bayesian classifier. As a result, in case of the movement of the head "up" and "down", there are a large changes in the x, z-axis values. In future we have a plan to perform a user study to find suitable variables for creating motion classifier.

Digital Image Stabilization Technique of Robot using Motion Sensor (모션센서를 이용한 로봇의 디지털 영상 보정 기술)

  • Oh, Jung-Suk;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.3
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    • pp.317-322
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    • 2009
  • If vibration occurs due to fast movement of the robot, the camera image is unstable. No longer the eyes of a robot can not perform the role. Research methods for the stabilization of shaky video is required. The most popular method is to use the motion vector. But, the drawback to this method will require a large amount of operation. And the limits of the embedded robot. Therefore, in real-time transmission of images to be difficult. This paper proposes a motion sensor using the image stabilization. Uses data that is output from the motion sensor. So, not related to the progress of the robot movement is a way to remove it from the video.

A Study on the Subjectivity Recognition of Superior Hotel Employees for Menu Promotion (메뉴프로모션에 대한 특급호텔 종사원의 주관적 인식에 관한 연구)

  • Kim, Chan-Woo;Kim, Dong-Soo
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.644-653
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    • 2017
  • This study aimed to analyze the influence relations by applying Q methodology to five-star hotel restaurants' culinary staffs through the research on the subjectivity of five-star hotels' restaurant menu promotion on culinary staffs' job satisfaction and work devotion. This paper largely suggested two research questions like following. Research Question 1: How is the acceptance type of culinary staffs' job satisfaction and work devotion regarding five-star hotels' restaurant promotion? Research Question2: What are the homogeneous characteristics and the implications shown in the acceptance type of culinary staffs' job satisfaction and work devotion regarding five-star hotels' restaurant promotion? In the results of typological analysis based on such research questions, total three types were drawn. In detail, the type1(N=13)(Active personal development type), the type2(N=10)(Normal menu pursuit type), and type3(N=2(Enterprise development pursuit type) showed distinctive characteristics to each other. Researching five-star hotels' culinary staffs' subjective cases, this study could not comparatively analyze diverse cases. Also, in the future, the follow-up research aims to gradually conduct more diversified and objective analysis by developing more detailed questions and analysis method of Q methodology.

A Method for Tennis Swing Recognition Using Accelerator Sensors on a Smartphone (스마트폰 가속도 센서를 이용한 테니스 스윙 인식 방법)

  • Kim, Sangchul;Che, Zhong Yong
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.29-38
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    • 2013
  • Recently there has been an increasing interest on tangible games in which human motions are recognized rather than the handling of keyboards and mouses. Such games require a motion controller for recognizing the motions of users. In this paper, we analyze the characteristics of values of accelerator sensors which are generated by a user who perform a tennis swing while holding a smartphone with his/her hand, and propose a method for motion recognition based on DWT(Discrete Wavelet Transform). The proposed method enables a smartphone to serve as a motion controller, so that a user can enjoy a tangible tennis game without eliminates a need for buying the device. We developed a tennis game prototype using the proposed method. To our experiment, our method showed a high recognition rate and the usefulness in the game.

데이터웨어하우스를 기반으로 한 마케팅시스템 활용사례

  • 황명수
    • Proceedings of the Korea Database Society Conference
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    • 2002.10a
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    • pp.529-543
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    • 2002
  • 미국 마케팅협회 (AMA)의 정의전문위원회가 1985년에 만든 마케팅의 정의를 보면, "마케팅이란 개인이나 조직의 목표를 만족시키는 교환을 창조하기 위한 아이디어ㆍ상품ㆍ서비스에 대해 개념 정립, 가격 설정, 프로모션, 유통을 계획하여 실행하는 프로세스이다" 라고 정의한다. 다시 말하면, 상품이나 서비스를 어떻게 만들어서 어떻게 판매 할 것인가에 대한 방법론이라고 할 수 있다. (중략)

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인터넷 프로모션의 지식 인프라

  • Korea Database Promotion Center
    • Digital Contents
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    • no.12 s.79
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    • pp.28-29
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    • 1999
  • 데이터 마이닝을 통해 기업은 웹사이트상의 패턴을 의미 있는 정보로 종합해내고 인터넷 상의 고객들과 예상치를 이해하고 연관시킬수 있게 된다. 데이터와 웹이 제공하는 방대한 사업지식의 흐름에 근거한 웹 마이닝은 온라인 고객과의 관계를 생성하고 유지시키며 생산성 있는 온라인 상점의 최전선을 구축하는데 있어 결정적 열쇠가 되는 것이다.

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