• Title/Summary/Keyword: Brand development

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Development of Sauces Made from Gochujang Using the Quality Function Deployment Method: Focused on U.S. and Chinese Markets (품질기능전개(Quality Function Deployment) 방법을 적용한 고추장 소스 콘셉트 개발: 미국과 중국 시장을 중심으로)

  • Lee, Seul Ki;Kim, A Young;Hong, Sang Pil;Lee, Seung Je;Lee, Min A
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.44 no.9
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    • pp.1388-1398
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    • 2015
  • Quality Function Deployment (QFD) is the most complete and comprehensive method for translating what customers need from a product. This study utilized QFD to develop sauces made from Gochujang and to determine how to fulfill international customers' requirements. A customer survey and expert opinion survey were conducted from May 13 to August 22, 2014 and targeted 220 consumers and 20 experts in the U.S. and China. Finally, a total of 208 (190 consumers and 18 experts) useable data were selected. The top three customer requirements for Gochujang sauces were identified as fresh flavor (4.40), making better flavor (3.99), and cooking availability (3.90). Thirty-three engineering characteristics were developed. The results from the calculation of relative importance of engineering characteristics identified that 'cooking availability', 'free sample and food testing', 'unique concept', and 'development of brand' were the highest. The relative importance of engineering characteristics, correlation, and technical difficulties are ranked, and this result could contribute to the development Korean sauces based on customer needs and engineering characteristics.

Designing Mobile Framework for Intelligent Personalized Marketing Service in Interactive Exhibition Space (인터랙티브 전시 환경에서 개인화 마케팅 서비스를 위한 모바일 프레임워크 설계)

  • Bae, Jong-Hwan;Sho, Su-Hwan;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.59-69
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    • 2012
  • As exhibition industry, which is a part of 17 new growth engines of the government, is related to other industries such as tourism, transportation and financial industries. So it has a significant ripple effect on other industries. Exhibition is a knowledge-intensive, eco-friendly and high value-added Industry. Over 13,000 exhibitions are held every year around the world which contributes to getting foreign currency. Exhibition industry is closely related with culture and tourism and could be utilized as local and national development strategies and improve national brand image as well. Many countries try various efforts to invigorate exhibition industry by arranging related laws and support system. In Korea, more than 200 exhibitions are being held every year, but only 2~3 exhibitions are hosted with over 400 exhibitors and except these exhibitions most exhibitions have few foreign exhibitors. The main reason of weakness of domestic trade show is that there are no agencies managing exhibitionrelated statistics and there is no specific and reliable evaluation. This might cause impossibility of providing buyer or seller with reliable data, poor growth of exhibitions in terms of quality and thus service quality of trade shows cannot be improved. Hosting a lot of visitors (Public/Buyer/Exhibitor) is very crucial to the development of domestic exhibition industry. In order to attract many visitors, service quality of exhibition and visitor's satisfaction should be enhanced. For this purpose, a variety of real-time customized services through digital media and the services for creating new customers and retaining existing customers should be provided. In addition, by providing visitors with personalized information services they could manage their time and space efficiently avoiding the complexity of exhibition space. Exhibition industry can have competitiveness and industrial foundation through building up exhibition-related statistics, creating new information and enhancing research ability. Therefore, this paper deals with customized service with visitor's smart-phone at the exhibition space and designing mobile framework which enables exhibition devices to interact with other devices. Mobile server framework is composed of three different systems; multi-server interaction, server, client, display device. By making knowledge pool of exhibition environment, the accumulated data for each visitor can be provided as personalized service. In addition, based on the reaction of visitors each of all information is utilized as customized information and so the cyclic chain structure is designed. Multiple interaction server is designed to have functions of event handling, interaction process between exhibition device and visitor's smart-phone and data management. Client is an application processed by visitor's smart-phone and could be driven on a variety of platforms. Client functions as interface representing customized service for individual visitors and event input and output for simultaneous participation. Exhibition device consists of display system to show visitors contents and information, interaction input-output system to receive event from visitors and input toward action and finally the control system to connect above two systems. The proposed mobile framework in this paper provides individual visitors with customized and active services using their information profile and advanced Knowledge. In addition, user participation service is suggested as well by using interaction connection system between server, client, and exhibition devices. Suggested mobile framework is a technology which could be applied to culture industry such as performance, show and exhibition. Thus, this builds up the foundation to improve visitor's participation in exhibition and bring about development of exhibition industry by raising visitor's interest.

A Study on the Ideal Leadership whole person of Confucian philosophy (유가(儒家)의 전인적(全人的) 지도자상(指導者像) 고찰(考察))

  • Kim, Kyeong-Mi
    • (The)Study of the Eastern Classic
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    • no.62
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    • pp.145-176
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    • 2016
  • This paper aims to define the leadership of Gunja (君子, translated into prince, gentleman, or ideal man) based on Confucian Classics which offer the general values and norms of individuals' virtue and social virtuous acts. Thus, humanitarianism is regarded as true value, and the values of a virtuous person who properly practices social human relationships are discussed. The real worth of Gunja image is discussed as a true human image of "self-completion and completion of all things" (成己成物) which involves the convergence of truth, good and beauty where there is a sense of harmony and balance, where there is stern self discipline and self cultivation and where win-win values of human relationships are created. Confucian saint (聖人), wise man (賢人), great man (大人), and gentleman (君子) mean social leaders. They practice human morals, enlighten and beautify society with teachings, and are indicated as equipped with mental and material harmony, good character and competence, and economic power and morality. People today pursue their own personal growth according to their material preferences rather than pure intellectual cultural values, and are engrossed in visually beautiful external unlimited competition. In this digital age, we are supposed to demonstrate our individuality, but many people are obsessed with appearance, go on severe diet, and lose their health beauty, and consequently suffer mental stress. This trend fuels obsession with appearance and the sick practice of valuing appearance. As an alternative method to overcome this phenomenon, we need a leader image with the convergence of truth, good and beauty, which is characterized by internal self cultivation, external professionalism, and handsome and solid character. Confucian thoughts consist in practicing the Way of disciplining oneself for governing others (修己治人). Self discipline involves developing personal virtuous ability for cultivating a virtuous character, and governing others involves interacting to work together in society and to have right human relationships. Thus, leaders should impress not only themselves but also others. Self discipline for governing others means cultivating virtue for oneself and leading others. A true leader has self introspection and establishes himself through self discipline so that he can govern others or reach the realm of settling others where people live together. As all things have a value and a virtue, humans endeavor to cultivate character and virtue by learning and studying for securing their professionalism, reliability, character and ability, so as to create their own brand value. Personal character does not come from a high position, wealth and power. Character is a personal virtue, and is cultivated as immaculate and fresh through self discipline. As such, it well matches with a clean and clear spirit. This offers the ideal leader as the Guja image who has an extremely humane character, as well as being equipped with inherent virtues of intellect, benevolence and courage. Self development can foster virtue and self management through self leadership and self discipline. The leader in the relationship area can practice his virtue through virtuous acts, in other words, even think from another person's perspective. Such leader is mentioned as the principle of measuring square in the Great Learning. In our viewpoint, the beauty of character can breed the seed of virtue through intellect, benevolence and courage, the beauty of win-win can realize the right virtue by showing exemplary acts to others through considerateness, and the beauty of harmony can love and care for others like me through the principle of measuring square, thereby realizing the universal principle of virtue and harmony, which is like my mind. As such, the ideal leader, when his virtue and mind of being considerate of others all blending well, can exercise his ability to the full, can live together and coexist with many people, and can grow again into a triumphant relationship.

Development of Algorithm in Analysis of Single Trait Animal Model for Genetic Evaluation of Hanwoo (단형질 개체모형을 이용한 한우 육종가 추정프로그램 개발)

  • Koo, Yangmo;Kim, Jungil;Song, Chieun;Lee, Kihwan;Shin, Jaeyoung;Jang, Hyungi;Choi, Taejeong;Kim, Sidong;Park, Byoungho;Cho, Kwanghyun;Lee, Seungsoo;Choy, Yunho;Kim, Byeongwoo;Lee, Junggyu;Song, Hoon
    • Journal of Animal Science and Technology
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    • v.55 no.5
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    • pp.359-365
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    • 2013
  • Estimate breeding value can be used as single trait animal model was developed directly using the Fortran language program. The program is based on data computed by using the indirect method repeatedly. The program develops a common algorithm and imprves efficiency. Algorithm efficiency was compared between the two programs. Estimated using the solution is easy to farm and brand the service, pedigree data base was associated with the development of an improved system. The existing program that uses the single trait animal model and the comparative analysis of efficiency is weak because the estimation of the solution and the conventional algorithm programmed through regular formulation involve many repetition; therefore, the newly developed algorithm was conducted to improve speed by reducing the repetition. Single trait animal model was used to analyze Gauss-Seidel iteration method, and the aforesaid two algorithms were compared thorough the mixed model equation which is used the most commonly in estimating the current breeding value by applying the procedures such as the preparation of information necessary for modelling, removal of duplicative data, verifying the parent information of based population in the pedigree data, and assigning sequential numbers, etc. The existing conventional algorithm is the method for reading and recording the data by utilizing the successive repetitive sentences, while new algorithm is the method for directly generating the left hand side for estimation based on effect. Two programs were developed to ensure the accurate evaluation. BLUPF90 and MTDFREML were compared using the estimated solution. In relation to the pearson and spearman correlation, the estimated breeding value correlation coefficients were highest among all traits over 99.5%. Depending on the breeding value of the high correlation in Model I and Model II, accurate evaluation can be found. The number of iteration to convergence was 2,568 in Model I and 1,038 in Model II. The speed of solving was 256.008 seconds in Model I and 235.729 seconds in Model II. Model II had a speed of approximately 10% more than Model I. Therefore, it is considered to be much more effective to analyze large data through the improved algorithm than the existing method. If the corresponding program is systemized and utilized for the consulting of farm and industrial services, it would make contribution to the early selection of individual, shorten the generation, and cultivation of superior groups, and help develop the Hanwoo industry further through the improvement of breeding value based enhancement, ultimately paving the way for the country to evolve into an advanced livestock country.

Development of Certification Mark of Food Quality for Children's Favorite Foods Safety Management (어린이 기호식품 품질인증을 위한 인증마크 개발 연구)

  • Cho, Sun-Duk;Lee, Sung-Jin;Yun, Jee-Hye;Kim, Seo-Young;Lee, Eun-Ju;Park, Hye-Kyung;Kim, Myung-Chul;Chung, Kee-Hey;Kim, Gun-Hee
    • Journal of Food Hygiene and Safety
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    • v.23 no.1
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    • pp.31-39
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    • 2008
  • This study was performed to develop children's food quality certification system as part of the children's favorite foods safety management projects. As a component of the research, we developed a quality certification logo to build up brand image which is familiar with children, as well as to offer the right standard and opportunity for food selection. The age level contains elementary graders from 8 to 13. The logo concept was focused on 'Safety', 'Certification, Guidance' and 'Health' in accordance with the vision of the Korea Food and Drug Administration (KFDA), "Safe food, good nutrition and healthy children". The logo name was proposed as "Best Food for Children", "Safety Food for Children" and "Children Good Food", which was decided by public subscription in the KFDA. The 36 tentative plans for a seal were proposed depending on names. We conducted a survey for the 12 logo samples, designed by the name of "Children Good Food", to use as the basic material for the development of logo to convey the meaning of children's food quality certification system effectively. This survey was conducted among 321 elementary graders and 331 parents of elementary graders. We selected the most favorite design through the survey and applied it for products practicality. It is expected that a steady policy may be possible to implement by applying the basis of the children's food project.

Development of the forecasting model for import volume by item of major countries based on economic, industrial structural and cultural factors: Focusing on the cultural factors of Korea (경제적, 산업구조적, 문화적 요인을 기반으로 한 주요 국가의 한국 품목별 수입액 예측 모형 개발: 한국의, 한국에 대한 문화적 요인을 중심으로)

  • Jun, Seung-pyo;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.27 no.4
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    • pp.23-48
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    • 2021
  • The Korean economy has achieved continuous economic growth for the past several decades thanks to the government's export strategy policy. This increase in exports is playing a leading role in driving Korea's economic growth by improving economic efficiency, creating jobs, and promoting technology development. Traditionally, the main factors affecting Korea's exports can be found from two perspectives: economic factors and industrial structural factors. First, economic factors are related to exchange rates and global economic fluctuations. The impact of the exchange rate on Korea's exports depends on the exchange rate level and exchange rate volatility. Global economic fluctuations affect global import demand, which is an absolute factor influencing Korea's exports. Second, industrial structural factors are unique characteristics that occur depending on industries or products, such as slow international division of labor, increased domestic substitution of certain imported goods by China, and changes in overseas production patterns of major export industries. Looking at the most recent studies related to global exchanges, several literatures show the importance of cultural aspects as well as economic and industrial structural factors. Therefore, this study attempted to develop a forecasting model by considering cultural factors along with economic and industrial structural factors in calculating the import volume of each country from Korea. In particular, this study approaches the influence of cultural factors on imports of Korean products from the perspective of PUSH-PULL framework. The PUSH dimension is a perspective that Korea develops and actively promotes its own brand and can be defined as the degree of interest in each country for Korean brands represented by K-POP, K-FOOD, and K-CULTURE. In addition, the PULL dimension is a perspective centered on the cultural and psychological characteristics of the people of each country. This can be defined as how much they are inclined to accept Korean Flow as each country's cultural code represented by the country's governance system, masculinity, risk avoidance, and short-term/long-term orientation. The unique feature of this study is that the proposed final prediction model can be selected based on Design Principles. The design principles we presented are as follows. 1) A model was developed to reflect interest in Korea and cultural characteristics through newly added data sources. 2) It was designed in a practical and convenient way so that the forecast value can be immediately recalled by inputting changes in economic factors, item code and country code. 3) In order to derive theoretically meaningful results, an algorithm was selected that can interpret the relationship between the input and the target variable. This study can suggest meaningful implications from the technical, economic and policy aspects, and is expected to make a meaningful contribution to the export support strategies of small and medium-sized enterprises by using the import forecasting model.

A Study on the Influence of Consumer Type on the Choice of Next-Generation Eco-Friendly Vehicle and Consumer Purchase Intention - Comparative Study on Japan and Korea - (소비자 유형이 차세대 친환경자동차선택속성과 소비자 구매의도에 미치는 영향에 관한 연구 - 한국 일본 비교연구 -)

  • Yim, Ki-Heung;Chong, Min-Young
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.133-146
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    • 2017
  • In recent years, the development and market participation of major makers of next-generation eco-green vehicles has been accelerating. Consumer interest has also increased. Consumer characteristics, consumption type, characteristics of next-generation eco-friendly vehicles, and government policies on next eco-green vehicles. The results of this study are as follows. In Korea, there was no significant difference by gender, age, monthly average income, and consumer type. However, there was no significant difference in purchase intention by gender, age, and monthly income, Respectively. In the case of Japan, there was no significant difference by gender, age, monthly income, and consumer type. In Korea, on the other hand, images such as brand, color, and design have positive effects on eco-friendly vehicles. In the case of Japan, image and stability have a positive effect on consumers' purchasing behavior. Therefore, it is important for Japanese consumers to consider not only the image of purchasing an eco-friendly vehicles, but also the safety of the vehicles body, appear. In the case of Korea, the socio-environmental value-seeking type has a significant relationship with the purchasing intention. In the case of socio-environmental value-seeking type, the government's support policy such as carbon dioxide tax, direct support from the national or local governments, gasoline tax, Carbon tax and fuel related tax relief showed positive effects. In the case of Japan, the price-seeking type and the socio-environmental value-seeking type were found to have a significant relationship with the purchasing intention. Both the price-seeking type and the socio-environmental value-seeking type showed that the carbon dioxide tax, Direct support, gasoline tax, gasoline tax, and carbon tax, etc. have positive effects.

The Study on the Priority of First Person Shooter game Elements using Delphi Methodology (FPS게임 구성요소의 중요도 분석방법에 관한 연구 1 -델파이기법을 이용한 독립요소의 계층설계와 검증을 중심으로-)

  • Bae, Hye-Jin;Kim, Suk-Tae
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.61-72
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    • 2007
  • Having started with "Space War", the first game produced by MIT in the 1960's, the gaming industry expanded rapidly and grew to a large size over a short period of time: the brand new games being launched on the market are found to contain many different elements making up a single content in that it is often called the 'the most comprehensive ultimate fruits' of the design technologies. This also translates into a large increase in the number of things which need to be considered in developing games, complicating the plans on the financial budget, the work force, and the time to be committed. Therefore, an approach for analyzing the elements which make up a game, computing the importance of each of them, and assessing those games to be developed in the future, is the key to a successful development of games. Many decision-making activities are often required under such a planning process. The decision-making task involves many difficulties which are outlined as follows: the multi-factor problem; the uncertainty problem impeding the elements from being "quantified" the complex multi-purpose problem for which the outcome aims confusion among decision-makers and the problem with determining the priority order of multi-stages leading to the decision-making process. In this study we plan to suggest AHP (Analytic Hierarchy Process) so that these problems can be worked out comprehensively, and logical and rational alternative plan can be proposed through the quantification of the "uncertain" data. The analysis was conducted by taking FPS (First Person Shooting) which is currently dominating the gaming industry, as subjects for this study. The most important consideration in conducting AHP analysis is to accurately group the elements of the subjects to be analyzed objectively, and arrange them hierarchically, and to analyze the importance through pair-wise comparison between the elements. The study is composed of 2 parts of analyzing these elements and computing the importance between them, and choosing an alternative plan. Among these this paper is particularly focused on the Delphi technique-based objective element analyzing and hierarchy of the FPS games.

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A Design Direction for Mobile phones between Comparison of Users from Korea, China and Japan (한중일 사용자 비교분석을 통한 모바일폰 디자인 방향)

  • Eune, Ju-Hyun;Jung, Hee-Yun;Kim, Yun-Jun
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.29-38
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    • 2007
  • The competition to capture a larger slice of the market in Mobile Communication business is increasing among companies. In order to achieve and maintain a competitive advantage in the Asian market, it is critical to continue to develop new technology. Understanding the underlying distinctive characteristics and needs of each market and the cultural backgrounds that drive those needs is a necessary focus. Companies with marketing strategies based on a correct understanding of market needs will capture dominant positions in the market. The purpose of this study is to identify those differences in user behavior and cultural tendencies among different people in different countries in the mobile telecommunication market. This research is based on an on-line survey in three countries (Korea, China, and Japan). Below are the contents of the survey on the mobile phone based on: 1) User behavior 2) Design preference 3) Purchasing behavior 4) User awareness on manufacturer brand. Through the analysis of this questionnaire it is possible to identify the differences and similarities among countries dearly. 1) Cultural trends and perceptions related to mobile phone usage were largely caused by differences in the state of technology, policies and business strategies of mobile sonics carriers and manufacturers, and national tendencies, of each country. 2) Korean and Japanese users produced similar responses to the questions related to advanced technology, whereas Korean and Chinese users responded similarly to national tendency-related questions. 3) To the questions related to business strategies of mobile service carriers and manufacturers, users in all three countries displayed markedly different responses. Once again, accurate analysis of the differences and similarities related to mobile phone usage in each country will help the companies in this industry to gain a competitive edge in the market. This study should not stop at simple comparison but be a framework for giving companies a dear future direction for technological development.

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A Study on Property Change of Auto Body Color Design (자동차 바디컬러 디자인의 속성 변화에 관한 연구)

  • Cho, Kyung-Sil;Lee, Myung-Ki
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.253-262
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    • 2006
  • Research of color has been developed and also has raised consumer desire through changing from a tool to pursue curiosity or beauty to a tool creating effects in the 20th century. People have been interested in colors as a dynamic expression of results since the color TV appeared. The meaning of colors has been recently diversified as the roles of colors became important to the emotional aspects of design. While auto colors have developed along with such changes of the times, black led the color trend during the first half of the 20th century from 1900 to 1950, a transitional period of economic growth and world war. Since then, automobile production has increased apace with the rapid economic growth throughout the world and automobiles became the most expensive item out of the goods that people use. Accordingly, increasing production induced facility investment in mass production and a technology leveling was achieved. Auto manufacturing processes are very complicated, auto makers gradually recognized that software changes such as to colors or materials was an easier way for the improvement of brand identity as opposed to hardware changes such as the mechanical or design components of the body. Color planning and development systems were segmented in various aspects. In the segmentation issue, pigment technology and painting methods are important elements that have an influence on body colors and have a higher technical correlation with colors than in other industries. In other words, the advanced mixture of pigments is creating new body colors that have not existed previously. This diversifies the painting structure and methods and so maximizes the transparency and depth of body colors. Thus, body colors that are closely related to technical factors will increase in the future and research on color preferences by region have been systemized to cope with global competition due to the expansion and change of auto export regions.

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