• 제목/요약/키워드: Crowd Participation

검색결과 22건 처리시간 0.02초

A Quantitative Study of Influencing Factors on Crowd Participation in a Crowdsourcing Project for Consumer Product Design

  • Tran, Tuananh;Park, Joon Young
    • Industrial Engineering and Management Systems
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    • 제14권4호
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    • pp.325-334
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    • 2015
  • Nowadays, crowdsourcing has become a popular concept and is widely used in many social, economical and technological areas. For consumer product design, crowdsourcing is implemented extensively with many cases. Although there has been a lot of research on the application of crowdsourcing for product design, the big picture of how factors influence the participartion of individuals from the crowd in a crowdsourcing project for product design has not yet been understood. This paper aims to investigate the relationships of crowd participation and influencing factors including: process, product, and reward. To do this, we conducted a survey on a crowd of engineering individuals and analyzed the collected data with data mining techniques. Main findings include the relationships of crowd participation versus process, product, and reward factors as well as regression models to predict crowd participation.

Crowd Participation Pattern in the Phases of a Product Development Process that Utilizes Crowdsourcing

  • Tran, Anhtuan;Hasan, Shoaib Ul;Park, Joon-Young
    • Industrial Engineering and Management Systems
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    • 제11권3호
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    • pp.266-275
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    • 2012
  • The rise of crowdsourcing and web 2.0 opens plenty of opportunities for companies who want to exploit external sources of ideas for internal innovation. Utilization of crowdsourcing for product design and development has been attracting the attention of both enterprises and researchers. Many cases of implementation of crowdsourcing for product design and development such as: Threadless, FIAT Mio, Lego online Factory, etc., have made crowdsourcing a promising alternative source of innovative power. Although crowdsourcing gained access due to improved Internet access and web 2.0, it is little understood how the crowd, with respect to participation, behaves for any crowdsourcing project. To investigate this, we conducted an experiment on a real crowd of engineering related individuals to figure out the crowd participation pattern for various product design and development phases of a new product development project. The experiment results give a quantitative view of the participation of the crowd (i.e., crowd participation pattern) in various phases of a product design and development process that utilizes crowdsourcing, provide a practical guidance for companies to harness the power of the crowd sensibly, and provide experimental data for further research in this field.

크라우드펀딩 분야의 국내외 연구동향 분석 (Research Trends of Crowd-funding)

  • 곽현;이호근
    • 정보화정책
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    • 제21권4호
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    • pp.3-19
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    • 2014
  • 최근 국내외에서 다수의 대중으로부터 자금을 모아 투자하는 크라우드펀딩 플랫폼에 대한 관심이 높아지고 있다. 본 연구에서는 크라우드펀딩 분야의 연구동향을 분석하여 향후 이 분야의 새로운 연구방향을 제시하고자 한다. 이를 위해 크라우드펀딩에 관련된 연구주제를 참여동기와 성공요인의 두 가지로 구분하여 분석하였다. 이용자의 참여동기에 관한 연구는 자금 수요자 및 자금 공급자의 동기로 나누어서 살펴보았으며, 크라우드펀딩의 성공요인에 대한 연구는 자금 수요자 특성요인, 자금 공급자 특성요인, 수요자와 공급자간 관계의 특성요인, 그리고 프로젝트의 특성요인 등으로 구분하였다. 본 연구는 기존 연구가 가지는 함의를 살펴봄으로써 향후 크라우드펀딩 분야의 연구방향을 제시하고 있다.

Online Crowdsourcing Platform Continuous Participation During COVID-19: A Low-income Group Perspective in Malaysia

  • NA'IN, Nuramalina;HUSIN, Mohd Heikal;BAHARUDIN, Ahmad Suhaimi
    • The Journal of Asian Finance, Economics and Business
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    • 제8권10호
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    • pp.317-326
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    • 2021
  • The crowdsourcing system relies heavily on the number of crowd participation on the platform to ensure the platform's success. However, exploring factors that motivate the crowds to sustain on the platform remains unclear, and very little literature was found on this matter. Lately, the COVID-19 pandemic has affected the world, including Malaysia. Due to the pandemic, many people have lost their jobs, and hence, most of them have shifted to digital work. Hence, to understand the motivation for continuous participation on the online crowdsourcing platform among low-income crowd workers (B40) in Malaysia, this paper explores the intrinsic and extrinsic motivations for continuous participation. A qualitative method interview was performed where 14 active participants of Upwork.com, under the GLOW program, took part during the data collection process. This paper used the thematic analysis method to extract the data collected from this study. The finding of this study identified eight intrinsic motivation factors: (1) personal development, (2) pastime, (3) fun, (4) passion, (5) task identity, (6) time-workplace flexibility, (7) altruistic, and (8) peers' success and four extrinsic factors: (1) monetary, (2) job security, (3) personal commitment, and (4) environment.

크라우드 소싱 기반의 유튜브 채널 추천 플랫폼 개발 연구 (A Study on the Development of Youtube Channel Recommendation Platform Based on Crowd Sourcing)

  • 림빈;임영환;심근정;이요셉
    • 문화기술의 융합
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    • 제7권3호
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    • pp.523-528
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    • 2021
  • 현재의 유튜브는 사용자가 실제 소비한 콘텐츠를 기반으로 사용자에게 유사한 콘텐츠를 추천한다. 이런 알고리즘의 특성으로 인하여 사용자는 비슷한 분야의 콘텐츠는 잘 추천받지만 소비 한적이 없는 분야의 콘텐츠는 추천 받기가 어렵다. 폭넓게 영상을 추천 받는데 있어서 한계가 있다. 크라우드 소싱을 활용하여 이 문제를 해결하고자 한다. 유튜브를 사용하는 대중들의 직접적인 참여를 통하여 다양한 채널을 추천받을 수 있는 플랫폼을 제안한다. 사용자는 다양한 채널을 추천받고 채널 토론 방에서 사람들과 소통할 수 있으며 동시에 채널을 추천하여 수익을 창출할 수 있다. 본 플랫폼이 다양한 크라우드 소싱 기반의 추천 플랫폼에서 활용될 수 있기를 기대한다.

오페라 "파우스트"의 무대의상 디자인 - 군중들을 중심으로 - (A Study on The Stage Costume Design of Opera $\lceil$Faust$\rfloor$ - Focused on The Crowd -)

  • 변지현;조진숙
    • 복식
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    • 제57권3호
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    • pp.90-107
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    • 2007
  • Modernization movement has affected classical operas. Today, classical operas are often re-interpreted from the modern perspective and played differently only with the storyline maintained. Also, operas are increasingly performed outside traditional theaters as the boundaries between stage and audience become less obvious. Accordingly, stage costumes are being differently designed than before. New attempts are being made to look costumes in a harmony with increasingly streamlined stage machinery. This helps increase public attention on operas, consequently promoting the opera industry. This study examines modernization of opera costumes. For this study, the author worked as one of costume design staff for "Faust," which was played in Sungnam Art Center from November 24, 2005 to November 27, 2005 in commemoration of the opening of the center. The following outcomes of the crowd are drawn from this study. A variety of splendid pink dresses, ribbons, dolls, hand mirror, and hair bands were used to express haughty girls with "Princess Syndrome." Fashion models, the envy of all woman, wore fashionable clothes including luxury dresses, fur-coats, high heels, purses, and hats, Models also had big shopping bags and gift boxes to symbolize shopping lovers in a modern society. Gay men wore tight leather trousers and vest and sleeves shirts with deeply cut neckline to express their preference for feminie style. their clothes were splendid colors that normally women liked such as gold, purple, light green, scarlet, and silver. Soldiers were in combat uniform representing their participation in the war. In particular, clothes stained with dirt, iron helmet, crutches, and canteens were used to vividly express soldiers coming back home from the war. Modern opera costumes now help reduce the time and space between stage and audience, improve economic efficiency, and meet the audience's needs for various style.

현대 패션 산업에 나타난 크라우드소싱 디자인에 관한 연구 (Crowdsourcing design in contemporary fashion industry)

  • 박혜원
    • 복식문화연구
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    • 제25권6호
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    • pp.893-912
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    • 2017
  • Crowdsourcing models in which organizaions obtain needed product ideas and services from a crowd in a network-based society are rising as a global industry trend. The purpose of this study was to figure out the types and characteristics of crowdsourcing design shown in the domestic fashion brands, and to provide implications for design strategies using crowdsourcing. This study was based on qualitative research which was brand case studies on crowdsourcing design in the fashion industry from January 2006 to July 2017. Also, quantitative analysis using frequency and percentage was applied. The results were as follows: First, crowdsourcing design was used in almost all types of fashion brands, such as sports and outdoor wear, men's wear, women's wear, men's and women's casual wear, shoes, bags, school uniforms, jeans, accessories, etc. Crowdsourcing design in the fashion industry was classified into three types: crowdsourcing graphics and artwork; crowdsourcing customized designs; and crowdsourcing product designs. Of the three types, crowdsourcing graphics and artwork was used most. There were four methods to choose the best crowsourced design: review only by experts, voting by crowd and review by experts, crowdvoting, and crowdfunding. Second, the characteristics of crowdsourcing design were openness, participation, reward and acknowledgement, sharing and interaction, and individualized collective intelligence. Crowdsourcing design could be used as an open innovation strategy in the fashion industry, which could collect new and creative design ideas for product development, resulting in the satisfaction of consumers and benefitting the company.

사례분석을 통한 신제품 개발 환경에서의 크라우드소싱 활용 가이드라인 구축 (Guideline Construction through Case Study for Applying Crowdsourcing into New Product Development Environment)

  • 김한중;박준영
    • 대한산업공학회지
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    • 제39권6호
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    • pp.517-534
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    • 2013
  • In this study, we propose the guideline with strategic model for new product development. To establish the guideline, 1) we classify several types of successful surveyed cases that achieved open innovation through applying crowdsourcing into new product development environment, 2) draw case maps using two or three axis with characteristics such as: step of product development process, crowdsourcing frequency, and product type of each case, 3) define the type of applying crowdsourcing into new product development environment based on case analysis results, and tabulate a crowdsourcing type based on the defined crowdsourcing type, 4) finally, suggest the guideline with multiple points of view which embrace type of crowd, community management, participation method, knowledge adoption method, and reward policy. Using the suggested guideline will help a company to design and establish open innovation in new business model related to product development area.

중소기업 대안금융으로서 플랫폼 금융의 모색 (Seeking Platform Finance as an Alternative Model of Financing for Small and Medium Enterprises in Korea)

  • 정재만;박재성
    • 기업가정신과 벤처연구
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    • 제20권3호
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    • pp.49-68
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    • 2017
  • 플랫폼 금융은 데이터 분석과 플랫폼을 이용한 매칭이라는 새로운 자금조달 방식을 제시함으로써 중소기업의 대안금융으로 부상하고 있다. 이 사업의 본질은 빅데이터를 이용한 위험평가와 투자자의 위험-수익 선호(risk-return preference)를 적절히 반영할 수 있는 위험분산 기술을 금융업에 적용한 것이다. 이로써 소상공인을 위한 소액금융, 중소기업의 운전자본(working capital) 조달을 위한 공급망 금융의 형태로 기존 금융의 대안으로 부상하고 있다. 한국의 플랫폼 금융은 이 같은 가능성에도 아직 유치 단계(infant stage)이며, 정책적 지원을 필요로 한다. 이는 다음과 같이 요약할 수 있다. "기관 및 공공 투자참여", 플랫폼 금융의 민간 자금유입(crowd-in)을 위한 정책금융의 씨앗자금(seed money) 공급, "수용적 규제체계", 영국의 샌드박스와 같이 새로운 사업에 대한 한시적 규제 유예, "데이터 개방 확대", 재량적인 데이터 공유의 허용, "대안투자 수단의 보급", 저금리시대의 대안투자 수단으로서 플랫폼 금융 육성.

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중국 소비자의 크라우드 펀딩 참여에 있어 지각된 위험, 지각된 이익, 한류문화콘텐츠의 영향에 관한 연구 (Effect of Perceived Risk, Perceived Benefit, and Korea Wave to Crowdfunding Participation in China)

  • 이한석
    • 한국콘텐츠학회논문지
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    • 제16권1호
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    • pp.204-213
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    • 2016
  • 크라우드 펀딩은 소비자들이 제품의 생산전 투자에 참여한다는 점에서 소비자 역할 변화의 모습으로 이해할 수 있다. 최근 문화콘텐츠관련 크라우드 펀딩이 증가하는 한편 문화콘텐츠로의 해외자본의 영향력에 대한 기대와 우려가 나타나고 있다. 본 연구에서는 해외 시장에서 큰 인기를 끌고 있는 한류 문화콘텐츠가 소비자 투자로까지 이어질 수 있는가에 대한 연구로서 크라우드 펀딩을 통한 새로운 투자처 확보의 가능성을 제시하고 소비자 영향요인을 확인하는데 그 목적이 있다. 연구는 중국 광저우의 20대 성인을 대상으로 조사가 이루어 졌으며 이들의 한류선호도가 크라우드 펀딩과 같은 투자행위로의 참여에 영향을 주는가를 확인하였다. 연구결과 소비자의 지각된 위험과 지각된 이익 중 지각된 이익의 크라우드 펀딩 참여에의 영향력이 더 강했으며 한류 선호도가 낮은 경우 지각된 위험과 지각된 이득에 따른 크라우드 펀딩 참여의 영향력이 없었지만 한류 선호도가 높은 경우 지각된 위험과 지각된 이득이 크라우드 펀딩의 참여에 영향을 주는 것으로 나타났다. 본 연구를 바탕으로 문화콘텐츠의 소비자가 향후 직접투자자로서의 변화에 대한 가능성을 확인할 수 있었으며 크라우드 펀딩에서 자본의 모집에 있어서 한류의 영향력을 고려할 수 있음을 확인할 수 있었다.