• 제목/요약/키워드: Game market

검색결과 575건 처리시간 0.041초

제조비용 증가에 대한 대응 전략으로서 제품 크기 축소와 가격 인상의 비교 연구 (Downsizing and Price Increases in Response to Increasing Input Cost)

  • 강영선;강현모
    • 경영과학
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    • 제32권1호
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    • pp.83-100
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    • 2015
  • We analyze a duopoly competition when two firms face input cost increases. The objective of this study is to determine the firms' optimal strategy between a price increase and downsizing under conditions of a spatially differentiated market and consumers' diminishing utility on the product size. We develop a theoretical model of two competing firms offering homogenous products using the standard Hotelling model to determine how firms' optimal strategies change when facing input cost increases. In this paper, there are two types of duopoly competitions: symmetric and asymmetric. In the symmetric case, the two firms have the same marginal cost and are producing and selling identical products. In the asymmetric case, the two firms have different marginal costs. The results show that the optimal strategy decision depends on the size of the input cost increase and the cost differences between the two firms. We find that when two firms are asymmetric (i.e., they have different marginal costs), the two firms might choose asymmetric pairs of strategies in equilibrium under certain conditions. When the cost differences between the two firms are sufficiently large and the cost increase is sufficiently small, the cost leader chooses price increase, and the cost-disadvantaged firm chooses downsizing in equilibrium. This asymmetric strategy reduces price competition between two firms, and consumers are better off. When the cost differences between the two firms are sufficiently large, downsizing is the dominant strategy for the cost-disadvantaged firm. The cost-disadvantaged firm finds it more profitable to reduce the product size than to increase its price to reduce price competition, because consumers prefer downsizing to price increases. This paper might be a good starting point for further analytical research in this area.

증강현실 마케팅 사례 연구 (A Case Study of Augmented Reality Marketing)

  • 문한별;김진희;박진완
    • 한국콘텐츠학회논문지
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    • 제17권2호
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    • pp.160-171
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    • 2017
  • 본 논문은 마케팅 분야에서 증강현실의 사용 현황에 대해 이해하기 위해 디스플레이, 콘텐츠 유형별로 나눠 대표 사례와 특징에 대해 분석하였다. 증강현실의 시장 규모는 증가하고 있으며 마케팅 분야에서는 '증강현실 마케팅'이라는 용어가 보편화될 정도로 증강현실 기술의 영향을 많이 받고 있다. 증강현실 기술을 마케팅적으로 활용한 사례를 분석하여 유형별 사용 빈도와 특징을 정리하여 향후 증강현실 마케팅 연구를 위한 자료를 제공하고자 한다. 이에 본 논문은 증강현실 사례를 유형별로 분류하여 분석을 진행한다. 디스플레이 유형은 개인 컴퓨터, 모바일, 공공장소 디스플레이, 프로젝션 디스플레이로 나눠 분석하였고 콘텐츠 유형은 정보형, 게임형, 가상체험형, 비주얼 이펙트형으로 분류하였다. 디스플레이 유형은 시간과 장소에 제한 받지 않고 고객과의 1대1 마케팅이 가능한 모바일 디스플레이가 가장 많이 활용되었고, 콘텐츠 유형은 이용자의 관심을 끌고 공유성이 강한 비주얼 이펙트형이 많이 사용되었다.

하프라이프 알릭사의 의미와 VR게임 성공 요소 고찰 (A Study on the Meanings of Half-Life: Alyx and the Success Factors of VR Games)

  • 권동현
    • 한국콘텐츠학회논문지
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    • 제20권9호
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    • pp.271-284
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    • 2020
  • 하프라이프 알릭스에 대한 시장의 호평과 VR장비 판매 증가는 수익모델의 부재로 미래가 불확실한 VR시장 활성화의 전환점이 될 수 있다. 이에 선행연구를 바탕으로 VR게임의 특성을 그래픽, 1인칭시스템, 인터페이스, 컨트롤러, 인터랙션 기술, 사운드, 스토리로 분류하고 분석하였다. 분석결과 7개 요소는 VR의 구성 요소 중 게임의 완성도를 의미하는 '상호작용'과 '가상이미지'에 해당하였으며 상호 연결되어 있어 이를 묶은 상위 개념인 '현존감'을 제안하였다. VR 구성요소로서 사용자의 감정을 나타내는 '몰입감'은 유저의 능력에 적절한 과제의 난이도를 부여하는 몰입이론으로 분석하였으며 연구 과정은 전문가 패널 15명에게 델파이 기법과 FGI를 실시하여 객관성 확보를 위해 노력하였다. 마지막으로 '현존감'과 '몰입감'은 비례하는 특성으로서 알릭스는 물론 앞으로 VR게임 분석에서도 계속 유효한 개념이 될 수 있으므로 두 단어를 합한 '프레즌스 이펙트'라는 개념적인 틀을 제안하였다.

국제물류관리와 전자적물류정보의 경쟁요인에 관한 실증연구 (An Empirical Study on the Competition Factor Electronic Logistics Information and International Logistics Management)

  • 곽현
    • 통상정보연구
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    • 제9권2호
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    • pp.257-283
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    • 2007
  • As Global industrial structure is diversified, multinational corporations accomplished fast internationalization to introduction of new management policy by development of an IT technology. Enterprise' business environment is changing transcending border. To overcome raging waves of change accident and to be secured enterprise's future, the logistics is recognized the third profit source joining in curtailment of sale enlargement, production cost. To seek cost saving or reform in logistics class that is last area of pursuit of profits within ancient city life in the fast lane from these viewpoint, importance of study that integrates and manages international logistics bases supply neck walk is emphasized. Specially, to meet on in terms of competitive power security regarding curtailment of logistics cost is available through link between logistics bases, various consumer's request, merchandise and service logistics management that supply fixed quantity as is reliable in right place at good season was embossed by point game plan of business management, and SCM efficiency anger of mortification international logistics activity importance of study that see at that dominate competitive advantage point bring. This study analyzes interrelation and presents model for integration of international logistics bases supply network with supply network habit at factor and supply chain, and supply network activity in integration of supply chain process and production. Also, it establishes following method of study to achieve study purpose for actual proof analysis for integration sequence of international logistics bases supply network. Specially, immersion of network and supply network, very high interrelation appeared by thing which is with international logistics base supply network integration. The integration of international logistics base supply network means that the enterprises which give trust and sincerity deal with market environment change positively and can decide proceeding of various cooperative work. Also, it means the possibility by necessity of cooperative relation and interdependence to continuous immersion and normative immersion, for the maintain of long business relations.

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1990년대 이후 현대 남성복에 나타난 패션 경향에 관한 연구 (Study on the Fashion Trend of Contemporary Men's Wear Since 1990)

  • 김혜정
    • 패션비즈니스
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    • 제14권5호
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    • pp.78-92
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    • 2010
  • The culture phenomenon, which the desire of self expression is noticeable and the diversity of gender identity is widely accepted, simply makes a difference in the lifestyle of one human being rather than the dichotomous classification of male and female. Now, the delicate and aesthetic sensitivity classified as the feminine characteristics is no longer the exclusive property of female and this refers to substituting it as a social gender from the concept of biological sex. This phenomenon has influenced on the male culture and is creating various codes according to the cultural gender extended from the gender as a social role. Also, the transition into the western lifestyle has extended the aesthetic emotion to accommodate new codes from the diversification and globalization of lifestyle. The mansumer power, which does not care too much about the money for the emotionally attached items, has enabled various fashion styles. After analyzing the diversified clothing behavior conducted by these people in connection with the social phenomenon, First, this shows the phenomenon of emotional value pursuit that finds pleasure over the clothing as the item of augmented reality is added to the concept of play, in which the real space referred to as garment and virtual space of playing the rock, paper and scissors game meet together within the augmented reality. Second, the convergence concept has enabled the coordination of new style by obscuring the area of design concept and this refers to the changes in design from the development of new items and transformation into double-style details. Third, the divergence that intensively provides specific use/convenience and specialized value shows a change in the fashion market from the phenomenon that admits various gene rations of culture and specifically, takes differently about the recognition of middle-aged males. Fourth, the variety seeking tendency receives attention as the value of future design together with the phenomenon of discriminative value pursuit. In the male fashion, it is linked to the collaboration with the design area and this tells that the fashion with the narcissistic cross-dressing and motto of neutral gender without being sided to male/female is rising.

위치정보검색 기반의 '배낭메Go' Application 개발에 관한 연구 (Location-based Services to Support Using Mobile Android Hiking Application "배낭메Go")

  • 박상현;김경훈;심승보;박세희;문송철
    • 서비스연구
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    • 제2권2호
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    • pp.81-90
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    • 2012
  • 스마트폰이 PC의 기능을 한다면, PC가 없는 장소에서 스마트폰의 활용도는 매우 높아질 것이다. 지하철이나 버스, 심지어는 등산길에서도 인터넷에 접속하여 원하는 정보를 얻거나 게임도 즐길 수 있다. 이러한 스마트폰의 장점 때문에 세계 시장에서는 스마트폰이 더욱 확산되고 있다. 최근에는 집에서도 매번 부팅해야 하는 PC나 노트북 보다는 스마트폰을 만지는 것이 더 편리하다는 반응도 나오고 있을 정도이다. 본 연구에서는 GPS 기능과 Android 기능을 이용하여 등산객이나 탐방객의 편의를 목적으로 한다. 소비자에게 친숙한 스마트폰을 통해 사용자 주변 산 및 탐방지 검색을 통하여 사용자들이 원하는 곳 어디서나 산행 및 탐방 중 위치 정보 및 각종 자료를 제공하는 있는 Application을 개발, 연구하였다.

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State Transition Diagram을 이용한 신규 정보통신 서비스의 대체/보완관계 분석: 와이브로(WiBro) 서비스를 중심으로

  • 안재현;김문구;한상필;박봉원;이상윤;방영석
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2004년도 추계학술대회 및 정기총회
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    • pp.304-316
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    • 2004
  • When new services are introduced, one of the drivers for market performance of them is the interactions among existing and new services. They are characterized by the substitution or complementary effects among existing and new service or the cannibalization of existing services by new services. This paper analyzes these issues in the telecommunications service industry context. To analyze them, a simple graphical tool or State Transition Diagram(STD) is developed and used. The diagram helps to clearly represent and explain the substitution, complement and cannibalization impact. Then, using the face-to-face survey of 1,200 people, a new wireless internet access service or WiBro is analyzed to identify the substitution/complement and cannibalization impacts in relation with the other competing services. Additionally, the important factors explaining customer subscription and substitution behavior are identified. The analysis results indicate that males, students or on-line game users are more likely to subscribe WiBro. Also, among the potential WiBro subscribers, customers who are less satisfied with the existing fixed line broadband internet access services are more likely to stop subscribing the fixed line service, which implies substitution by a new service. Additionally, this raises the issue of cannibalization if the existing and new services are provided by the same company. In fact we find the cannibalization effect is more serious for the cost sensitive group. We believe that our tool, approach, analysis results and their implications would be very helpful to devise a winning strategy for the new services in the highly uncertain telecommunications business environment.

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u-Hospital 환경에서의 수술실 환자 위치추적 시스템 설계 (Design of Operating room Patients Location System for u-Hospital)

  • 김석훈;정진영;김수균
    • 한국컴퓨터정보학회논문지
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    • 제18권1호
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    • pp.103-110
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    • 2013
  • RFID는 병원에서 많은 비용을 절감하고 환자의 안전을 재고하여 양질의 의료 서비스를 제공케 하는데 큰 잠재력을 가지고 있는 것으로 평가받고 있다. 유비쿼터스 기술이 의료시장 개방의 환경 속에서 국내 의료기관들은 치열한 서비스 경쟁을 펼치고 있고, IT 비용을 절감하여 의료 활동에 역량을 집중하고자 병원만의 경쟁력을 드높일 수단으로 첨단 IT 기술을 활용한 u-Hospital 구축의 필요성이 대두되고 있다. 본 논문에서는 유비쿼터스 컴퓨팅 기술을 활용하여 수술환자의 위치 추적 시스템을 설계하여, 환자의 안전성 확보 및 의료 서비스의 질을 높이는 서비스를 제공할 수 있는 병원정보시스템 연동을 통한 RFID 기반의 u-Hospital 시스템을 설계하는 것을 목표로 한다.

미취학 아동의 감성 발달을 위한 연령별 놀이가구 유형에 관한 연구 (A Study on the Type of Playable Furniture for Emotional Development of Preschool Children)

  • 김자경
    • 한국실내디자인학회논문집
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    • 제25권3호
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    • pp.70-81
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    • 2016
  • Nowadays the preschool children spend much of the day playing indoors. Therefore, it needs the indoor environment that helps a variety of fun activities and physical development, and it requires the space configuration and playable furniture considering the emotional development for mental health. However, the furniture for fast growing preschoolers has not various types because the domestic furniture market for children is mostly baby beds and the furniture for the education of children. Therefore, this study presents the concepts and types of the playable furniture reflecting emotional design for preschool children's healthy emotion and suggests the most appropriate type of playable furniture considering play behavior by age. In this study, we investigated the physical, cognitive, social, emotional and linguistic development characteristics and play behavior of preschoolers, and derived the right type of playground equipment and furniture, and examined the types of playable furniture to help the emotional development. We derived the items to be checked for developing the playable furniture by age for emotional development, and classified preschoolers' playable furniture into the use of learning, relaxation and storage, and suggested its basic type focusing on the cases of various playable furniture developed at home and abroad. As a result, the playable furniture was divided into three types. The first is the self-play type making possible self amusement, the second is module built-up-type that consists of furniture and modules or units and creates various patterns and can be modified through the self-assembly and disassembly, and the third is IT game type grafting IT skills and a variety of electronic games to furniture. We sorted these types into three classes (1-3 years old, 4-5, 6-7) according to age and presented the type of play for each age, the play element and representative image that can be introduced to this furniture. In this study, we provided the basic design types of age-specific emotional playable furniture by analyzing these results.

머신러닝을 이용한 의료 및 광고 블로그 분류 (A Classification of Medical and Advertising Blogs Using Machine Learning)

  • 이기성;이종찬
    • 한국산학기술학회논문지
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    • 제19권11호
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    • pp.730-737
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    • 2018
  • 행복한 삶의 질을 목적으로 하는 의료소비자가 증가하면서 웹에 분산되어 있는 블로그의 의료 정보를 바탕으로 신뢰성 있는 의료 시설을 선택하고 고품질의 의료 서비스를 받음으로서, 시간과 비용을 절약할 수 있는 O2O 의료 마케팅 시장이 활성화 되고 있다. 인터넷, 모바일, SNS 등에서 증가하는 비정형 텍스트 데이터는 전문 의료 지식 이외에 작성자의 관심, 선호, 예상 등을 직간접적으로 반영하고 있기 때문에 의료정보의 신뢰성을 담보하기 어렵다. 본 연구에서는 빅데이터 및 MLP를 사용하여 의료정보 블로그를 분류 (의료블로그, 광고블로그)함으로서 사용자에게 보다 고품질의 의료정보 서비스를 제공하는 블로그 판단 시스템을 제안한다. 제안된 빅데이터 및 머신러닝 기술을 통해 인터넷상에 존재하는 국내의 다수 의료정보 블로그를 종합, 분석한 후 질환별 개인 맞춤형 건강정보 추천 시스템을 개발한다. 이를 통하여 사용자는 자신의 건강문제를 지속적으로 점검하고 가장 적절한 조치를 취함으로서 자신의 건강 상태를 유지하는 것이 가능할 것으로 기대된다.