Proceedings of the Fisheries Business Administration Society of Korea Conference
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2007.06a
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pp.19-41
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2007
In Side of Supply and Demand of Fisheries Products, The Aquacultural Industry stayed in subsidized situation for the whole fishery industry of korea when it's dawned. But nowaday, the Aquacultural Industry has been developed to unique industry itself, and it could be said the Hoe - korean style Sashimi or Sushi culture of korea can't exist without its aquacultural industry. So it could be said that the Aquacultural industry is not only a part of the fishery industry but also inevitable unique industry. The main objective of this paper is to analysis the present situation for production of Flatfish, distribution of Flatfish, and consumption structure of Flatfish. Especially, the production for aquacultural Flatfish in 2005 has been raised over 38 times against the production in 1990, and it takes the status as the major fish which leads the domestic aqua cultural industry compare with others. The distribution of Flatfish can be divided to the domestic and export mainly. In field of its domestic distribution, Flatfish is the major item with Rockfish, and the deal of its over 90% happens in Similarity Fishery Wholesale Markets such as In-chon, Ha-nam, and Bu-san Fishery Wholesale Market not in the common distribution process of the fishery products. At present, the exporting of Flatfish take 13.9% among the whole Aquacultural Industry of korea, and Flatfish mainly export to Japan. Also, through the development of chinese economy, Hoe consumption culture is expanded gradually. And the future of exporting Flatfish is very bright because of developing of the U.S. market. The brief introduction of the consumption style of live fish is as belows. According to the research, generally the most of korean consumers prefer individual item as their food to combination style in korean Hoe consumption culture and the favorite item of korean consumers are Flatfish and Rockfish.
This study analyzed the type and item of collaboration, national form and purpose_of collaboration in both the domestic and foreign fashion industries in oder to study the trend of collaboration that has appeared in a the field of the recent fashion industry. The analysis focused on 221 collaboration cases from designers in the domestic and foreign fashion industries during the period of January 2012 to December 2013. The cases were collected and analyzed focusing on publications related to newspapers on fashion, internet articles on fashion information sites etc. According to the results of the study, the characteristics of collaboration shown in the recent fashion industry are as follows. First, it can be observed that a portion of collaboration in the two different industries was very high. Second, through the high portion of cases where collaboration between foreign companies was made, it could be found that the world fashion market is enormous: moreover, domestic brands tended to borrow foreign brand images. Third, it was known that fashion companies are very interested in establishing a positive company image and sharing feeling with consumers by implementing collaboration in oder to appeal to consumers' emotions. Therefore, it shoud be done an effective collaboration implement for the development of fashion industry that an understanding of partner, a study of fashion image through development item, an established image foundation of domestic brand, a correct analysis for reflecting artistic image, an effective collaboration implement for the development of fashion industry.
The purpose of this study was to define the purchase behavior of online luxury fashion brand consumers that soon became new luxury consumption trends. To investigate online luxury fashion brand consumer's purchase behavior, three variables were suggested based on advanced researches. These variables include economic value, item variety and pleasure. Purchasing luxury online was not common but as cross-border online shopping market became popular, consumers began to purchase luxury items through online shopping platforms. Preliminary surveys was conducted on 20~40-year-old consumers who have experience in online shopping for luxurious items. Total 238 questionnaires were used for analysis. By using SPSS, frequency analysis, factor analysis, reliability analysis, correlation analysis, regression analysis, t-test and ANOVA were conducted. The results of the study were as follow; first, consumer's purchase behavior appeared to be influenced by the order of pleasure of shopping, economic value and item variety. Repurchase intention appeared to be affected by the order of economic value, item variety, and pleasure of shopping. Second, online luxury fashion consumers perceived that risk does not affect purchase intention and repurchase intention. Third, as purchase intention increases, repurchase intention also increases. Fourth, shopping value, age and channel risk also indicated meaningful differences. As an early study of luxury fashion brand products purchased directly online, the academic significance can facilitate an overall understanding of consumer behavior such as usage motive, risk perception, behavioral intention.
Based on the results of preceding researches that the uncertainty perceived by the private security guards about their roles exerts direct effects on the business performance of the security industry, it needs to preferentially examine the degree of authority that the private security guards have. The suitability of the psychological empowerment criteria for measuring this for private security guards, however, has not yet been established up to the present, so it can be said that the validity of the information has not yet been established. Accordingly, as the psychological empowerment criteria of private security guards, this research examined the suitability of items, reliability of items, the level of difficulty of items, and the item goodness of fit from the viewpoint of the appropriateness of category of responses, and it is summarized as follows. First, in the self-determinism factor of the psychological empowerment criteria, Item 11 was found to be an unsuitable item, so it is proper that Item 11 should be deleted when examining the psychological empowerment of private security guards from now on. Second, the item reliability of the psychological empowerment criteria was high, so the consistency of the results is shown even if the data are collected from the other private security guards. Third, they feel that it is hard to respond to Item 12 while they perceive that Item 1 is the easiest, and the level of items of the psychological empowerment criteria is evenly distributed. Fourth, it was established that the 5-point categories of the psychological empowerment criteria were suitable to the private security guards.
Purpose - Most of the amendments to the law on the improvement of the distribution structure of mobile communication terminal equipment, the fully self-sufficient system of terminals, and the separated disclosure system on the terminals are aimed at securing transparency of the distribution structure by eliminating or reducing handset subsidies. This study investigates what items are important for the purchase of mobile phones in various and rapidly changing mobile phone markets from the consumer's point of view and tries to make a strategic suggestion for future mobile distribution strategies. Research design, data, and methodology - The procedure of this study takes place in four steps. In step 1, only the SF type respondents selected for this study were extracted through MBTI analysis. In step 2, they were divided into three hierarchies for the AHP analysis and each element was arranged. In step 3, the AHP analysis was converted to a Fuzzy-AHP number using the trigonometric centroid method. This was to eliminate the ambiguity of the response by converting into a fuzzy number even if data consistency was maintained with CI value below 0.1. In step 4, the number of converted 2-layer and 3-layer was combined to derive the priority when the final handset is selected. Results - First, the highest importance among the four items in the second tier was the terminal function item, followed by brand, price, and design item. Second, in the third tier, the highest importance was level of after-sales service, followed by device price, processing speed, ease of use, usefulness, and rate system. Third, the arithmetic average of the determinant of the fuzzy function showed that processing speed, ease of use and usefulness in the function item, level of after-sales service in the brand item, and device price in the price item were the five most important factors among 16 choice factors. Conclusions - First, there will be a change in the consumption patterns of consumers who have compared distributors and dealers to purchase handsets with more subsidies. Second, it is highly likely that people will purchase new handsets only when they need to change their devices because they can not receive subsidies by switching phone brands any more.
Journal of Korean Institute of Industrial Engineers
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v.37
no.4
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pp.358-366
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2011
Multi-criteria ABC inventory classification, which aims to classify inventory items by considering more than one criterion, is one of the most widely employed techniques for inventory control. The weighted linear optimization (WLO) model proposed by Ramanathan (2006) solves the problem of multi-criteria ABC inventory classification by generating a set of criterion weights for each inventory item and assigning a normalized score to the item for ABC analysis. However, the WLO model has some limitations. First, many inventory items can share the same optimal score, which can hinder a precise classification of inventory items. Second, the model allows too much flexibility in weighting multiple criteria; each item is allowed to choose its own weights so that it can maximize its score. As a result, if an item dominates the others in terms of a certain criterion, it may be classified into a higher class regardless of other criteria by assigning an overwhelming weight to the criterion. Consequently, an item with a high value in an unimportant criterion and low values in others may be inappropriately classified as class A, leading to an inaccurate classification of inventory items. To overcome these shortcomings, we extend the WLO model by using the cross-efficiency method in data envelopment analysis. We claim that the proposed model can provide a more reasonable and accurate classification of inventory items by mitigating the adverse effect of flexibility in the choice of weights and yielding a unique ordering of inventory items.
The concept, means, value chain, the persons concerned and possible issues of game item trading in cash are analyzed in this study. The trading is characterized by not only being performed with its own unique business model but also causing issues related to delicate social problems, such as digital contents distribution, work place and gambling. The way of game item trading in cash and its value chain have been changed with game market growth for the past years. I analyzed in this article the new concept of game item trading in cash that is different from the past. Also, analysis on several issues related to game item trading in cash is conducted.
It's not easy to renew old brand of over 50 years history to the tastes of new consumer of our time. Most of national brands that has a history of some 20 years in Korea have strove for continuation and growth of brand to no avails, which can be taken as a good example of current situation. For instance, C company, one of the National brand of US which has a history of 51 years, has made its position secure as a fashion group and based itself on a sound foundation by establishing new marketing strategy and completing successful brand renewal in the process of strategic M&A with Italian company. Those successful marketing strategies are as follows. 1) they regarded both market and consumer oriented marketing activity as company's highest priority strategy and put great emphasis upon concentration on target market and reestablishment of brand image of business casual wear. 2) Setting up and operating planning team composed of merchandizer alone in Milano, they set the direction of plan on the basis of concentrated research on potential item in market according to thorough market research done by buying office in Korea, branch office in Hong Kong and buyer in US prior to blueprint planning for season. 3) Great emphasis was placed on business which focused on intensive presentation of basic key item for apparel career women who are main consumer group in the midium-low prices market in US and on supplementation of size and color. they named this line 'collectibles' and helped their customer develop their own clothes plan without worrying about the change of color and fabric by supporting same fabric and color throughout the year and enabled them to add variation easily by supplementing new trend item. 4) Company set black as a main color that lots of apparel career women find easy to care and to express their own image and presented them with pebble which belongs to navy and beige and added fashion color such as wine and brown etc as season goes by. They constructed basic line in order for their customers to coordinate purchased item with new one or to add them to present collection, and to achieve efficient sale by setting up strategy which allows this cross coordination and changing pattern occasionally. 5) Though basic jacket for 99$, short slim skirt for 49$ are products within midium-low prices range, in the material planning stage aiming at production of item that has both resonable function appealing to consumer and is fashionable, synthetic material had to be used as a main source due to price competitiveness. Despite this situation, considering comfortable sense of fit and refined drape of silhouette that has no sign of cheap material, whole collectible line was divided into two items, which contributed to reduction of cost. In case of material that is composed of triacetate and polyester in 70 to 30 ratio, was used up to 4 million yard, which allowed drastic curtailment of cost accompanied by concentration. In case of 'collectibles' line, using Korean material mainly, C company chose to have their product sewed in Southeast Asian countries where transportation is well developed and both productivity and quality verified by operating global production system which aiming at cutdown of cost through outsourcing production from the country where labor cost is low and getting finished product. Polarization between present consumers telling us that consumers with the mind of middle classes in the past no longer exists between consumers who seek after only fine article of highest quality and wise consumers who are sensible enough to judge bubble on correlation between price and quality. To cope with this change in new consumer mind, apparel makes changing their policy so as to produce item that has reasonable quality and falls within affordable price range anywhere in the world. and they're striving to get out of difficult situation by operating global marketing strategy which stresses separation of planning, production and sale and sensibility of fashion shared worldwide. The marketing strategy of C company can be exemplified as a successful one.
In this study, the business structure and characteristics of buying offices used by buyers for apparel productions through global sourcing were analyzed in specifics. Data were acquired through in-depth interviews of twelve merchandisers at representative apparel buying offices. The results of this study can be summarized as following. The business structure of a buying office varied depending on the functions, the item characteristics of products to be manufactured or the characteristics of the major buyers who were the customers. Overall, teams were formed by brands or organizations were formed by functions. Functional teams were divided within each brand team when business teams were divided by brands and personnel was divided by brands occasionally within each functional team when business teams were divided by functions. Business teams were composed of MR which managed the overall business about orders such as factory sourcing, price decision and production management and teams with various specialized skills. The teams with specialized skills were composed of Technical team, Fabric Development team, Colorist team, Quality Assurance (QA) or Quality Control (QC) team, Logistics team, Factory Audit team, and etc. For the future directions on the improvements, ways to increase international competitiveness of buying offices need to be researched and many expressed the opinion that it would be effective to move the offices to countries close to buyers or manufacturing locations as most buyers demand lower prices and shorter lead time than before and it is increasing trend for buyers and factories to do business directly without buying offices in the middle.
Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.
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