• Title/Summary/Keyword: 프로모션

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The Study on Factors Affecting Customer Satisfaction with Airbnb Service (에어비앤비 서비스 이용고객들의 만족에 영향을 미치는 요인에 관한 연구)

  • Mun, Jun-Hwan;Kim, Tae-Yeon
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.477-488
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    • 2022
  • The purpose of this study is to examine how factors that select Airbnb service affect service satisfaction and the moderating effect according to marital status. The subjects of this study are customers who who have used Airbnb services in the metropolitan area. The questionnaire survey was conducted with 150 people, and the results were analyzed and hypothesis testing was performed using Structural Equation Model(SEM). As a result of the study, it has been found that price, online review, and Unique Experience Expectation(UEE) among the factors that selected Airbnb have positive effects on service use satisfaction. In addition, marital status has been found to play a mediating role among price, UEE and customer satisfaction. For single customers, price is an important factor influencing service satisfaction, but for married customers, it is not. In this sense, it is important not only to conduct marketing and promotions considering only gender, but also to provide services according to whether they are single or married.

Development of a Mobile Game and Wearable Device for Upper Limb Rehabilitation after Brain Injury (뇌손상 환자의 상지 재활을 위한 웨어러블 장치와 모바일 게임 개발)

  • Lim, Hong Joon;Kang, Youn Joo;Song, Je young;Lee, minbong;Oh, Ji Eun;Ku, Jeonghun
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.3
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    • pp.253-259
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    • 2017
  • Conventional upper extremity rehabilitation paradigm after brain injury has several shortcomings that is monotonous, simple, and repetitive in exercises over a long period of time, thereby causing training efficiency to decline as a consequence of low interest and participation. To resolve this issue, this paper proposes a new rehabilitative program integrating a wearable device integrated with EMG and motion sensor and a mobile game for the upper limbs' rehabilitative training. The developed wearable device is manufactured in the form of band, making it easy to wear. The mobile game is designed to enable rehabilitative training through games reflective of flexion, extension, abduction, and adduction identified by motion sensors along with grasp motion recognized by EMG signals measured from the wearable device. It also provides a tailored rehabilitative environment suitable for individual patients based on difficulty adjustments. As a consequence of applying the developed program to 14 brain injury in need of the upper limb rehabilitation and taking surveys on the utility of the developed rehabilitative program, the responses indicated that the developed rehabilitative program is far much more interesting and fun than the conventional rehabilitative program, further to the desire of those surveyed to reuse the developed program in the future.

Analysis of the Global Fandom and Success Factors of BTS (방탄소년단(BTS)의 글로벌 팬덤과 성공요인 분석)

  • Yoon, Yeo-Kwang
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.13-25
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    • 2019
  • Since reaching the top in the Billboard Main Album Chart 'Billboard 200' with Love Yourself: Tear in May of 2018, BTS once again took first place after just three months in the 'Billboard 200'(September 3, 2018) with the repackaged album Love Yourself: Answer. It opened the doors to the 'Hallyu 4.0' by conquering the main Billboard Chart with a song sung in Korean. BTS rose to the top on the 'Billboard 200' twice, thus being recognized globally for their musical talent(song, dance, promotion, etc.), and took their place in the mainstream music market of the world. BTS moved away from intuitive interaction such as mysticism, abnormality, irregularity, etc. but instead created their own world(BTS Universe) with fans around the world through two-directional communication such as consensus, sharing and co-existence. They are recognized as artists that went beyond being an idol group that simply released a few hit songs that had now elevated popular music to a new form of art. In result, they retained a highly loyal global fan base(A.R.M.Y.) and they are continuously creating good influence with them. This study analyzed the success factors of BTS using the S-M-C-R-E model as follows. ① Sender: BTS'7-person 7-colors fantasy and 'All-in-one storytelling' strategy of producer Bang Shi-hyuk ② Message: Create global consensus of 'you' rather than 'me' ③ Channel: Created real-time common grounds with global fans through social network platforms such as Youtube, Facebook and Instagram ④ Receiver: Formed highly loyal global fandom(A.R.M.Y.) that extends outside of Korea and Asia ⑤ Effect: Created additional economic value and spread good influence

Clustering Method based on Genre Interest for Cold-Start Problem in Movie Recommendation (영화 추천 시스템의 초기 사용자 문제를 위한 장르 선호 기반의 클러스터링 기법)

  • You, Tithrottanak;Rosli, Ahmad Nurzid;Ha, Inay;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.19 no.1
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    • pp.57-77
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    • 2013
  • Social media has become one of the most popular media in web and mobile application. In 2011, social networks and blogs are still the top destination of online users, according to a study from Nielsen Company. In their studies, nearly 4 in 5active users visit social network and blog. Social Networks and Blogs sites rule Americans' Internet time, accounting to 23 percent of time spent online. Facebook is the main social network that the U.S internet users spend time more than the other social network services such as Yahoo, Google, AOL Media Network, Twitter, Linked In and so on. In recent trend, most of the companies promote their products in the Facebook by creating the "Facebook Page" that refers to specific product. The "Like" option allows user to subscribed and received updates their interested on from the page. The film makers which produce a lot of films around the world also take part to market and promote their films by exploiting the advantages of using the "Facebook Page". In addition, a great number of streaming service providers allows users to subscribe their service to watch and enjoy movies and TV program. They can instantly watch movies and TV program over the internet to PCs, Macs and TVs. Netflix alone as the world's leading subscription service have more than 30 million streaming members in the United States, Latin America, the United Kingdom and the Nordics. As the matter of facts, a million of movies and TV program with different of genres are offered to the subscriber. In contrast, users need spend a lot time to find the right movies which are related to their interest genre. Recent years there are many researchers who have been propose a method to improve prediction the rating or preference that would give the most related items such as books, music or movies to the garget user or the group of users that have the same interest in the particular items. One of the most popular methods to build recommendation system is traditional Collaborative Filtering (CF). The method compute the similarity of the target user and other users, which then are cluster in the same interest on items according which items that users have been rated. The method then predicts other items from the same group of users to recommend to a group of users. Moreover, There are many items that need to study for suggesting to users such as books, music, movies, news, videos and so on. However, in this paper we only focus on movie as item to recommend to users. In addition, there are many challenges for CF task. Firstly, the "sparsity problem"; it occurs when user information preference is not enough. The recommendation accuracies result is lower compared to the neighbor who composed with a large amount of ratings. The second problem is "cold-start problem"; it occurs whenever new users or items are added into the system, which each has norating or a few rating. For instance, no personalized predictions can be made for a new user without any ratings on the record. In this research we propose a clustering method according to the users' genre interest extracted from social network service (SNS) and user's movies rating information system to solve the "cold-start problem." Our proposed method will clusters the target user together with the other users by combining the user genre interest and the rating information. It is important to realize a huge amount of interesting and useful user's information from Facebook Graph, we can extract information from the "Facebook Page" which "Like" by them. Moreover, we use the Internet Movie Database(IMDb) as the main dataset. The IMDbis online databases that consist of a large amount of information related to movies, TV programs and including actors. This dataset not only used to provide movie information in our Movie Rating Systems, but also as resources to provide movie genre information which extracted from the "Facebook Page". Formerly, the user must login with their Facebook account to login to the Movie Rating System, at the same time our system will collect the genre interest from the "Facebook Page". We conduct many experiments with other methods to see how our method performs and we also compare to the other methods. First, we compared our proposed method in the case of the normal recommendation to see how our system improves the recommendation result. Then we experiment method in case of cold-start problem. Our experiment show that our method is outperform than the other methods. In these two cases of our experimentation, we see that our proposed method produces better result in case both cases.

A System Development for Remotely Controlling Windows and Doors in Mobile Environment (모바일 환경에서의 원격 창호 관제시스템 개발)

  • Cho, Yong-Hyun;Ryu, Sung-Won;Ahn, Kyung-Gyu
    • Journal of the Korean Institute of Intelligent Systems
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    • v.25 no.4
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    • pp.334-341
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    • 2015
  • This paper develops a new system for remotely monitoring and controlling the windows and doors in mobile environment. We design and implement the opening and shutting unit, the gateway, and the control server system, respectively. The opening and shutting unit consists of the driver using DC motor and the motion controller which monitors the state and transfers the control information. The gateway supports TCP/IP and CDMA protocol, which is the interface of wire and wireless communication for transferring the current state and control information. The control server consists of the program to store and process the control information, the middleware to support the processing of various state message, and DB for monitoring the state and remotely controlling the system. Especially, an application software and the Web-based user interface have also been developed to support the mobile environment. The operation performances, environment influences, driving persistences, and operation failure ratio, which are based on PC and smart-phone, have been tested in 2 authorized agencies. The test results show that the developed system has a superior performance.

Development of an Embedded Solar Tracker using LabVIEW (LabVIEW 적용 임베디드 태양추적장치 개발)

  • Oh, Seung-Jin;Lee, Yoon-Joon;Kim, Nam-Jin;Oh, Won-Jong;Chun, Won-Gee
    • Journal of Energy Engineering
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    • v.19 no.2
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    • pp.128-135
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    • 2010
  • This paper introduces step by step procedures for the fabrication and operation of an embedded solar tracker. The system presented consists of application software, compactRIO, C-series interface module, analogue input module, step drive, step motor, feedback devices and other accessories to support its functional stability. CompactRIO that has a real-tim processor allows the solar tracker to be a stand-alone real time system which operates automatically without any external control. An astronomical method and an optical method were used for a high-precision solar tracker. CdS sensors are used to constantly generate feedback signals to the controller, which allow a solar tracker to track the sun even under adverse conditions. The database of solar position and sunrise and sunset time was compared with those of those of the Astronomical Applications Department of the U.S. Naval Observatory. The results presented here clearly demonstrate the high-accuracy of the present system in solar tracking, which are applicable to many existing solar systems.

Exploratory Study on the technology brand marketing strategy (기술브랜드 마케팅 전략에 대한 탐색적 연구)

  • Lee, Mi-Sun;Yang, Dong-Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.7
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    • pp.348-356
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    • 2016
  • The concept of license sales and its business model, which was introduced by Dolby 40 years ago, was implemented by Intel in the form of their promotional strategy "Intel Inside" and became the basis for Sharp's Plasmacluster. This strategy proved to be useful in securing stable profitability and competitiveness in the market, as it is designed to (i) license technology, which is an intangible asset, and (ii) combine various communication activities and management strategies to create a brand for the licensed technology. Although the concept and theory of "Technology Brand Marketing" are not fully understood, we know that they exist and are fully functional. Many corporations have branded their technology, though their intention may not be as clear as that of Dolby or Intel. This paper introduces the technology brands of advanced Japanese corporations in different sectors that have striven to earn credibility through "Technology Brand Marketing" and the possibilities this has opened up for them.

A Body-Area Localization Technique for WUSB over WBAN Communication (WUSB over WBAN 통신을 위한 신체 영역 위치 인식 기술)

  • Hur, Kyeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.3
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    • pp.499-505
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    • 2016
  • In this Paper, we propose a body-area localization technique based on WUSB (Wireless USB) over WBAN (Wireless Body Area Networks) protocol required for wearable computer systems. The proposed localization algorithm is executed on the basis of WUSB over WBAN protocol at each sensor node comprising peripherals of a wearable computer system. To increase the accuracy of input information through various body motions in wearable computer systems, a new localization technique with high precision must be developed. To achieve the goal, This paper proposes a combined TDoA/FDoA/AoA (Time Of Arrival/Time Difference Of Arrival/Angle Of Arrival) localization technique with more than four WUSB over WBAN devices to estimate body-area location accurately. The combined TDoA/FDoA/AoA technique reduces 10mm in location estimation errors comparing with a combined TDoA/FDoA technique. This performance enhancement in location error reduction can be ignored at other systems but is meaningful results in body-area localization-based communications.

A Solution for Reducing Transmission Latency through Distributed Duty Cycling in Wireless Sensor Networks (무선 센서 네트워크에서 수신구간 분산 배치를 통한 전송지연 감소 방안)

  • Kim, Jun-Seok;Kwon, Young-Goo
    • 한국ITS학회:학술대회논문집
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    • v.2007 no.10
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    • pp.225-229
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    • 2007
  • Recently, wireless sensor networks are deployed in various applications range from simple environment monitoring systems to complex systems, which generate large amount of information, like motion monitoring, military, and telematics systems. Although wireless sensor network nodes are operated with low-power 8bit processor to execute simple tasks like environment monitoring, the nodes in these complex systems have to execute more difficult tasks. Generally, MAC protocols for wireless sensor networks attempt to reduce the energy consumption using duty cycling mechanism which means the nodes periodically sleep and wake. However, in the duty cycling mechanism. a node should wait until the target node wakes and the sleep latency increases as the number of hops increases. This sleep latency can be serious problem in complex and sensitive systems which require high speed data transfer like military, wing of airplane, and telematics. In this paper, we propose a solution for reducing transmission latency through distributed duty cycling (DDC) in wireless sensor networks. The proposed algorithm is evaluated with real-deployment experiments using CC2420DBK and the experiment results show that the DDC algorithm reduces the transmission latency significantly and reduces also the energy consumption.

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The Effect of Perceived Costs and Satisfactions on Certain Types of Sales-promotions (세일즈프로모션 이용비용 지각과 소비자 만족에 관한 연구)

  • Shin, Min-Kyung;Joung, Soon-Hee
    • Journal of Families and Better Life
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    • v.27 no.1
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    • pp.31-44
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    • 2009
  • The purpose of this study was to understand how consumers perceive the costs of using certain types of sales-promotions and to suggest ways in which sales-promotions should be developed to contribute to the consumers' welfare and the development of Marketing Strategy. The sufficiency of the consumers' desire was essential to new and creative sales-promotion strategy. This study investigated the perceived costs of using timely opportunity costs, extra expenses, substitution costs, uncomfortable feeling, regrets and economical and psychological satisfactions on certain types of sales-promotions such as off line, coupon, packed items, collection and on line, and event. In the study results on the perceived costs of using certain types of sales-promotions, off line sales-promotions were perceived more than substitution costs, extra expenses, regrets and on line sales-promotions were perceived more than timely opportunity costs. These results were caused by immediately using off line sales-promotions and becoming a member of on line sales-promotions. In the research result on the perceived costs of using certain types of sales-promotions and economical satisfactions, off line sales-promotions exhibited positive relations with substitution costs of coupon and extra expenses, regrets of packed items and collection about economical satisfactions. On line sales-promotions exhibited positive relations with extra expenses and regrets about economical satisfactions. The research results on the perceived costs of using certain types of sales-promotions and psychological satisfactions, off line sales-promotions exhibited positive relations with timely opportunity costs of coupon and collection about psychological satisfactions. On line sales-promotions exhibited positive relations with substitution costs about psychological satisfactions. These results were caused by the feeling of leisure time as the consumer played games or hobbies. This study proposes an approach in the context of sales-promotion with some suggestions and thoughts.