• Title/Summary/Keyword: Digital Item

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A study on relational analysis of purchasing items of on-line shopping mall based on social network analysis (사회연결망분석에 의한 온라인 쇼핑몰의 구매품목 관계 분석에 대한 연구)

  • Kim, Byoung-Kug;Jeong, Seok-Bong;Kwon, Ki-Seok
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.209-217
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    • 2013
  • This study focuses on the analysis of purchased items' relationship occurred by consumers' purchasing behavior observed in on-line shopping mall based on social network analysis. In order to find relational characteristics of each item for establishing marketing strategy, we apply three definitions of centrality in network, which are degree centrality, betweenness centrality, and closeness centrality in the purchased items' network. Thus, the research results provide the criteria for selection of market segmentation variables. Furthermore, the details of case has been introduced to validate the analyzed results in terms of marketing strategy, and supporting evidences are provided accordingly.

The Effect of Collaboration of Large Enterprises in Supplier Relationship on Manufacturing Capability and Performance of SMEs (대기업 공급자관계의 협력활동이 중소기업의 생산역량 및 기업성과에 미치는 영향)

  • Kim, Jung-Dae
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.265-278
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    • 2013
  • This study is about how does collaboration activities of large company's Supplier Relationship(SR) effect on manufacturing capability and performance of a SMEs. In this research, there are many ways to analyze data. The methods used in the study are hypothesis testing and empirical testing based on SPSS 21.0 and AMOS21.0, factorial analysis for validity and reliability of questionnaire item, construct validity and variance extracted as a research model, and subcontract-tiers as a moderating variable. As a result, the effect of the collaboration activities of large business did not have the significant effect on supplier's manufacturing capability. It showed different result by subcontract-tiers In first-tier cooperative, collaboration activities of large business had significant effect on manufacturing capability, but it did not have the significant effect on performance. In second/third-tier cooperative, manufacturing capability and performance are significantly affected by manufacturing practices. In conclusion, this study will suggest the direction how to achieve an accompanied growth between large enterprises and SMEs.

A Study on Generic Quality Model from Comparison between Korean and French Evaluation Criteria for e-Learning Quality Assurance of Media Convergence (한국과 프랑스의 IT융합 이러닝 품질인증 평가준거 비교와 일반화 모형 연구)

  • Han, Tea-In
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.55-64
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    • 2017
  • This study identified the important categories and items about evaluation criteria of e-learning quality assurance by comparing evaluation criteria between Korea and France case. For deriving the conclusion, this research analyzed the Korea quality assurance case which is consist of success or failure for evaluation of quality assurance, and built the generic quality model of e-learning evaluation criteria. A generic model about evaluation criteria, categories, and item of e-learning quality assurance, which should be reflected on French quality criteria, were developed based on statistical approach. This research suggests a evaluation criteria which can be applied to African and Asian countries, that are related to AUF, as well as Korea. The result of this study can be applied to all organizations around the world which prepare for e-learning quality assurance, and at the same time it will be a valuable resource for companies or institutions which want to be evaluated e-learning quality assurance.

Analyzing Types of Styling through Character Customization Games (캐릭터 커스터마이징 게임에 나타난 유형별 스타일링 분석)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.309-316
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    • 2015
  • The styles by character type in customizing systems were analyzed, being classified into creative style, attractive style, grotesque style, usual style, and suit style on the basis of the 'fashion style types of game characters' proposed in the previous research. The creative and convergent designs that couldn't be implemented in reality were expressed in various forms because those designs were created in virtual space, one feature of games. The analysis of the fashion styles of characters was focused on the RPG using the characters with exaggerated body proportions beyond the general body proportions in reality and the features on game characters that were identified by gamers. Thus, the creative style and attractive style showed a high frequency. The common features were identified because the costume designs and colors for characters are generally selected in accordance with the gamers' requests or by reflecting the view on the world. However, it was difficult to find out the representative cases for hair designs and colors because of excessively diverse expressions. The results of this paper will be a valuable reference for the research on the fashion item development manual satisfying the gamers' personalities and requests and relevant research.

A Study of History of Korean Wedding Styling (한국 웨딩스타일링의 변천사 연구)

  • Ro, Hyo-Kyung
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.515-523
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    • 2015
  • This study investigated the history of Korean wedding styling, which has been the basis for today's wedding styling and analyzed wedding styling trends and characteristics. This study sought to explain how Korean wedding styling has evolved under the circumstances that wedding styling, which contains personal propensity, personality and identity, draws great attention from the world as well as from single women and is perceived as a fashion item The study results found the following: For nearly four decades since the 1960s, there have been specific changes in Korean wedding styles such as silhouette and color. Depending on customer personality, preferred styles clearly varied. In addition, favorite makeup, hairstyle and accessories have also changed over time. This study has verified changes in different wedding styling trends over time. Wedding styling has created a particular mood suitable to a bride's appearance or offered significant characteristics over time.

Implementation of an Expert System for COTS Fault Diagnosis (COTS 고장진단을 위한 전문가 시스템 구현)

  • Kim, A-Ram;Roh, Jin-Song;Rhee, Sang-Yong
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.275-281
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    • 2013
  • This space is for the of your study in English. If simple menu item changes or the addition of check items are necessary on GUI menu of existing test equipments for military facilities that are programmed by using RAD tools such as Visual C++, they should go through complex steps, such as numerous conducting steps, coding, flash design modification, recompiling and distribution. It is cumbersome process and waste much time. Also, on implementing them, it was worried about leaking secrets because a number of military security considerations were included. To solve such as the above problem, we proposed commercial RIA technologies and a COTS fault diagnostic knowledge-based system that implemented by the XML data design technique in this research. The proposed approach solves the problem of existing methods, reduced inspection time, and improved performance, usability, and maintainability.

Design of knowledge search algorithm for PHR based personalized health information system (PHR 기반 개인 맞춤형 건강정보 탐사 알고리즘 설계)

  • SHIN, Moon-Sun
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.191-198
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    • 2017
  • It is needed to support intelligent customized health information service for user convenience in PHR based Personal Health Care Service Platform. In this paper, we specify an ontology-based health data model for Personal Health Care Service Platform. We also design a knowledge search algorithm that can be used to figure out similar health record by applying machine learning and data mining techniques. Axis-based mining algorithm, which we proposed, can be performed based on axis-attributes in order to improve relevance of knowledge exploration and to provide efficient search time by reducing the size of candidate item set. And K-Nearest Neighbor algorithm is used to perform to do grouping users byaccording to the similarity of the user profile. These algorithms improves the efficiency of customized information exploration according to the user 's disease and health condition. It can be useful to apply the proposed algorithm to a process of inference in the Personal Health Care Service Platform and makes it possible to recommend customized health information to the user. It is useful for people to manage smart health care in aging society.

A Study on Design of Physically Interactive Sport Game for Children (어린이를 위한 체감형 스포츠 게임 디자인 연구)

  • Paek, Hee-Won;Ko, Il-Ju;Bang, Green
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.31-46
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    • 2018
  • Physically interactive sport games are emerging as a solution to increase the physical activity of children in urban life. Existing studies on physically interactive sport games have been conducted with adults, while studies on children are insufficient. The elements of physically interactive sport games for children are derived from the common elements of physically interactive sport games and design for children. The derived elements are applied to actual game item to design a game for children. In this study, the elements of physically interactive sport games for children were applied to children's screen climbing games, and games could be identify improvements through user evaluation. It is expected games to take into consideration more children's characteristics can be designed by utilizing the elements of physically interactive sport games for children.

A Study on the Wearing Conditions for the Development of Toddler's Indoor Clothing -Focus on 3 to 6-Year Old Toddlers- (유아(幼兒) 실내복 개발을 위한 착의실태 조사 -만 3~6세 유아를 중심으로-)

  • Nam, Young-Ran;Choi, Hei-Sun;Kim, Eun-Kyong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.11
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    • pp.1309-1321
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    • 2011
  • Clothes for a 3 to 6 year-old toddler should be made in consideration of their behavioral characteristics since it is when the physical ability of toddlers has rapidly developed and their social, emotional, and cognitive development are increasingly active. Indoor clothes are the item that consumers prefer because they provide the function of outside underwear when functioning as outerwear when indoors that is used frequently for toddlers. We analyzed the wearing condition and the uncomfortable aspects of toddler's clothes worn indoors through consumer surveys of toddler wear. This study gathers data for the development of indoor clothing that is useful for 3-6 year old toddlers. Consumer surveys indicate that the clothes most worn indoors were underwear (69.4%). The most important aspect in the selection of indoor clothes was the suitability for activities (29%). The preferred colors for indoor clothes were found to be pastel-tone colors (66%). Regarding the uncomfortable aspects of indoor clothes, knees of the clothes (36.8%) have the most naps and the breast of the clothes (37.8%) dirty quickly. Knee parts (35.4%) become worn easily; in addition, the material for the knee area is likely to have naps and require special functions. In conclusion, designing toddler clothing requires elaborated design techniques that consider the characteristics of the subject group and reduce inconveniences. This study will serve as preliminary data to develop ultimate products that have the functionality to meet gender behavior characteristics and the aesthetics for toddlers 3 to 6 years of age.

A Study on the Multimedia Design of Samkuk Yusa (삼국유사의 멀티미디어화에 관한 연구)

  • 홍석일
    • Archives of design research
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    • v.17 no.3
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    • pp.157-166
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    • 2004
  • Samguk Yusa is a important historic record about the dynasties of ancient Korea. It consists of information about the hidden, mythical history, old languages and poems. This historical book has been translated many times since the Liberation of Korea in 1945. However, these books are the result of academic research so we are restricted in our usage of them to understand Korean history. There are many historical documentaries and TV series on Samguk Yusa. However, these programs can be viewed only and not be utilized in any way by the audience. Since the computer was introduced to the public, multimedia technology has been a good source to combine text, image, moving picture, sound, animation and graphic. Producing the CD-ROM about historical books not only produce digital images but also a valuable high quality digital information. Digitalization process also keeps the original content of the historical books as well as provide value as a research material as historical, artistic and archaeological item. Furthermore, its information would be provided through a network, like internet, to share and to promote more advanced studies. The purpose of this study is to produce the basic method of multimedia design of Samguk Yusa. This study also researches the problems of multimedia process for more effective usage.

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