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The Effect of the Improvement of the Sales Regulation of General Medicine and Political Proposals (일반의약품 판매규제 완화효과와 정책제언)

  • Yeom, Min-Sun
    • Journal of Distribution Research
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    • v.15 no.5
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    • pp.237-255
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    • 2010
  • The Korean Pharmacist Law has limited the sales of medicine to pharmacies. This has caused difficulty in purchasing medicine late at night or on holidays, which has limited the range of customers' selections and accelerated customers' discomfort, accordingly. Also, the rapid progress of aging has quickly boosted medical expenses for seniors, and has served as a factor that aggravates the budget of national medical insurance. Meanwhile, advanced countries, including the USA and Japan, have allowed the sales of general medicine, of which the safety and efficacy have been tested, in general retail stores such as convenience stores or super markets from the perspective of supporting self-medication. In particular, Japan, which has a strong tendency of pursuing safety in the world, diversified sales channels for general medicine in order to control quickly rising medical expenses. As a result, Japan has achieved the effect of easing various regulations as follows in the economic and social fields. First, the increasing distribution channels of general medicine from pharmacies to general retail stores provoked a potential demand, which also expanded related markets. Second, the competition between sales channels resulted in the reduction of the price of medicine. Third, the growing sales channels of medicine have extended the options of consumers and, subsequently, the convenience in the use of consumers has increased. Fourth, the creation of a competitive environment owing to the diversification of sales channels has accelerated an effort to enhance corporate competitiveness. Fifth, the foundation of enhancing the financial soundness of medical expenses has been prepared through the formation of a self-medication environment. In 2000, the Korean population aged 65 or over exceeded 7%, and it is anticipated to be over 14% by 2018; thus, the increase of national medical expenses will be sped up. As a way of being prepared for the era of aging, we, just as other advanced countries, need to create a self-treatment environment by diversifying the sellers of general medicine, and, thus, reduce spending on personal medical expenses, enhance the financial soundness of national medical insurance, and, further, promote the welfare of consumers.

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The effect of Territorial Restraint in Food&Beverage Similar Brand Extension (외식 프랜차이즈 거래에서 지역제한(Territorial Restraint)이 가맹본사의 브랜드 확장에 미치는 영향)

  • Lim, Chae-Un;Lee, Joseph;Yi, Ho-Taek
    • Journal of Distribution Research
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    • v.15 no.5
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    • pp.217-235
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    • 2010
  • In franchise industry, territorial restraint is a system that imposes exclusive right to franchisers in a certain business area. To the franchisers, this system guarantees monopoly profits in a local market and exclusive rights during the contract periods. In such a way, franchisee generates a big revenue at once on the basis of franchiser's initial investment such as interior cost and franchise fee, it must have supervised franchiser's moral hazard for the territorial restraint agreement. Rather than territorial restraint can be a system to give exclusive right to franchiser's so that they neglect their own sales and too much rely on headquarter's brand and marketing activities without their own efforts. This paper assesses the implication of territorial restraint by examining the effect on brand extension, degree of contract termination. Drawing on research in transaction cost agreement and opportunism, the authors suggest that franchisee is highly likely to launch similar brand which is not effected on previous contract when territorial restraint is set out in the contract system. Moreover, the authors find that the degree of contract termination will be high in the existence of territorial restraint due to the franchisee's opportunism. The results imply that territorial restraint induces franchisee's opportunistic strategy more aggressively so that the possibility of brand extension or new brand launching will be increased. At the same time, franchisee is aggressively seeking for the reason for contract termination due to the pursuit of its profit maximization. Based on some empirical findings, this paper concludes with policy implications and some necessary fields of future studies desirable.

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A comparative study on the distribution transaction policy between Korea and Japan: focused on unfair transaction behavior prohibition (유통부문에 있어서 경쟁정책의 비교 연구 - 불공정거래행위에 대한 한국과 일본의 대응방식 -)

  • Yoo, Ki-Joon
    • Journal of Distribution Research
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    • v.15 no.5
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    • pp.103-126
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    • 2010
  • The development of an industry including distribution sector is influenced by not only government policy but the related firms' behaviors. Recently the large-scale retailers have had more enormous channel power than any other distributors including monopolistic makers. Now is the time for government to prepare some policies against the unfair transaction behaviors by large-scale retailers. In this paper I tried to inquire into the distribution competition policy from a political correspondent point of view related with the transition of distribution system. For the purpose of this article I compared the case of Korea with Japan. According to the results so far inquired, there are some commons and differences in the cases of the two. Some suggestions are as follows. Considering the predominant position the concept of large-scale retailers is to be extended from a single store to numerous chain stores in the political level. Government needs to examine the standard propriety for large-scale retailer; the size of selling area and amount of sales a year. When a large-scale retailer store is to be established, it need to be taken a permit or a pre-inspection. The Fair Trade Commission have to secure the neutrality from Government's strategies. And government should find out the examples of unfair transaction behavior types and prepare some proper guidelines continually. For the last time statistical data by distributors are to be fitted out and the actual investigations for estimating the effects of government policies need to be enforced.

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A Study on the Service Quality Improvement by Kano Model & Weighted Potential Customer Satisfaction Index (Kano 모델 및 가중 PCSI를 통한 서비스품질 개선에 관한 연구)

  • Kim, Sang-Cheol
    • Journal of Distribution Science
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    • v.8 no.4
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    • pp.17-23
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    • 2010
  • The Banking industry is expanding rapidly. To keep the competitive advantages, participating companies concentrate their resource to provide the distinguishable services by increasing the service quality. This study is to find that how three kinds of service quality(process, output, and service environment) affect on the customer satisfaction. In this paper, WPCSI (Weighted Potential Customer Satisfaction Index) was developed using Kano model and PCSI. Kano's model of service quality classification was used to improve customer satisfaction, customer satisfaction index was calculated. Customer satisfaction index was calculated using the existing potential for improving customer satisfaction index (PCSI Index) to complement the limitations of the weighted potential improve customer satisfaction index (WPCSI) were used. Analysis using PCSI improve the quality of service levels may be useful in assessing. However, this figure is a marginal degree of importance on customers and quality characteristics have been overlooked but has its problems. A service provided to customers with some important differences depending on the interpretation of the scope for improvement is to be classified. In other words, the level of customer satisfaction and the satisfaction of the current difference between the comparison factor for the company to provide information about the priority of the improvement was not significant. Companies are also considered important that the customer does not consider the uniform quality of service provided can be fallible. In this study, the weighted potential to improve it improve customer satisfaction index (WPCSI) proposed a new customer satisfaction index. This is for customers to recognize the importance of quality characteristics by weighting factors, to identify practical and improved priority to provide more useful information than has been. Weighted potentially improve customer satisfaction index (WPCSI) presented in this study by the customers aware of the importance of considering the quality factor is an exponent. The results, 'Employees' working ability', 'provided the desired service level', 'staff to handle this task quickly enough' to the customer of the factors had significant effects on satisfaction are met. On the other hand 'aggressiveness on the product description of employees', 'service environment as a whole, beautiful enough to' meet and shows no significant difference between satisfaction. But 'aggressiveness on the product description of employees' and reverse (逆) were attributable to the quality. Small dogs and overly aggressive products that encourage the customer dissatisfaction that can result in widening should be careful because the quality factor can be said. As a result, WPCSI is more effect to find critical factors which can affect customer satisfaction than PCSI. After that, we discuss effects and advantages of customer satisfaction using WPCSI. This study, along with these positive aspects, the limitations are implied. First, this study directly to the bank so that I could visit any other way for customers, utilizing the Internet or mobile to take advantage of the respondents were excluded from the analysis. Second, in survey questionnaires can help improve understanding of the measures will be taken. In addition to the survey targeted mainly focused on Seoul, according to a sample, so sampling can cause problems is the viscosity revealed intends.

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Processings of Flavoring Substances from tow-Utilized Shellfishes (연안산 저활용 패류를 이용한 풍미소재의 개발)

  • OH Kwang-Soo
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.31 no.6
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    • pp.791-798
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    • 1998
  • To develop natural flavoring substances. optimal hydrolysis conditions for two stage enzyme hydrolysates (TSEH) using low-utilized shellfishes such as purplish clam and frozen oyster stored at $-20^{\circ}C$ for 60 days. The optimal conditions for TSEH method were revealed in temperature at $50^{\circ}C$ 3 hours digestion with alcalase (Aroase AP-10, $0.3%$ w/v, pH 8.0) at the 1st stage and $45^{\circ}C$ 2 hours digestion with neutrase (Pandidase NP-2, $0.3\%$ w/v, pH 6.0) at the 2nd stage. Among water extracts, autolytic extracts and 4 kinds of enzyme hydrolysates tests, TSEH method was superior to other methods on the aspect of yields, nitrogen contents, taste such as umami and control of off-flayer formation, and transparency of extracts. From the results of chemical experiments and sensory evaluation, we may conclude that TSEH from low-utilized marine products is more flavorable compared the conventional enzyme hydrolysates, it could be commercialized as the seasoning substances.

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Characterization of Concentrations of Fine Particulate Matter in the Atmosphere of Pohang Area (포항지역 대기 중 초미세먼지(PM$_{2.5}$)의 오염특성평가)

  • Baek, Sung-Ok;Heo, Yoon-Kyeung;Park, Young-Hwa
    • Journal of Korean Society of Environmental Engineers
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    • v.30 no.3
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    • pp.302-313
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    • 2008
  • The purposes of this study are to investigate the concentration levels of fine particles, so called PM$_{2.5}$, to identify the affecting sources, and to estimate quantitatively the source contributions of PM$_{2.5}$. Ambient air sampling was seasonally carried out at two sites in Pohang(a residential and an industrial area) during the period of March to December 2003. PM$_{2.5}$ samples were collected by high volume air samplers with a PM$_{10}$ Inlet and an impactor for particle size segregation, and then determined by gravimetric method. The chemical species associated with PM$_{2.5}$ were analyzed by inductively coupled plasma spectrophotometery(ICP) and ion chromatography(IC). The results showed that the most significant season for PM$_{2.5}$ mass concentrations appeared to be spring, followed by winter, fall, and summer. The annual mean concentrations of PM$_{2.5}$ were 36.6 $\mu$g/m$^3$ in the industrial and 30.6 $\mu$g/m$^3$ in the residential area, respectively. The major components associated with PM$_{2.5}$ were the secondary aerosols such as nitrates and sulfates, which were respectively 4.2 and 8.6 $\mu$g/m$^3$ in the industrial area and 3.7 and 6.9 $\mu$g/m$^3$ in the residential area. The concentrations of chemical component in relation to natural emission sources such as Al, Ca, Mg, K were generally higher at both sampling sites than other sources. However, the concentrations of Fe, Mn, Cr in the industrial area were higher than those in the residential area. Based on the principal component analysis and stepwise multiple linear regression analysis for both areas, it was found that soil/road dust and secondary aerosols are the most significant factors affecting the variations of PM$_{2.5}$ in the ambient air of Pohang. The source apportionments of PM$_{2.5}$ were conducted by chemical mass balance(CMB) modeling. The contributions of PM$_{2.5}$ emission sources were estimated using the CMB8.0 receptor model, resulting that soil/road dust was the major contributor to PM$_{2.5}$, followed by secondary aerosols, vehicle emissions, marine aerosols, metallurgy industry. Finally, the application and its limitations of chemical mass balance modeling for PM$_{2.5}$ was discussed.

The Study on Geology and Volcanism in Jeju Island (III): Early Lava Effusion Records in Jeju Island on the Basis of $^{40}Ar/^{39}Ar$ Absolute Ages of Lava Samples (제주도의 지질과 화산활동에 관한 연구 (III): $^{40}Ar/^{39}Ar$ 절대연대자료에 근거한 제주도 형성 초기 용암 분출 기록)

  • Koh, Gi-Won;Park, Jun-Beom
    • Economic and Environmental Geology
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    • v.43 no.2
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    • pp.163-176
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    • 2010
  • We report twenty data for early lavas erupted during the initial period of formation of Jeju Island on the basis of review on 539 data of whole-rock greochemistry and $^{40}Ar/^{39}Ar$ age dating out of mainly core samples from 69 boreholes drilled in the lower land since 2001 and 66 outcrop sites. Out of 69 boreholes, the early lava flow units are identified from samples collected from Beophocheon (EL 235 m, 210 m deep), Donnaeko (EL 240 m, 230 deep), Donghong-S (EL 187 m, 340 m deep), 05Donghong (EL. 187.6 m, 340 m deep), Dosoon (EL 305 m, 287 m deep), Sangye (EL 230 m, 260 m deep), Mureung-1 (EL 10.2 m, 160 m deep), and Gapa (EL 17.5 m, 92 m deep), which are located in the southern and southwestern portion of Jeju Island. While, the well-known outcrops from Sanbangsan, Wolrabong, Wonmansa, and Kagsubawi are also reconfirmed. $^{40}Ar/^{39}Ar$ age dating results of these lavas range from 1 Ma to 0.7 Ma, indicating that the data can be useful to constrain on age and geochemical characteristics of early lava effusion period in the formation of Jeju Island. Especially, samples with trachybasalt in composition collected from 143 m to 137 m, and from 135 m to 123 m below ground surface at 05Donghong hole have the oldest ages, $992\pm21$ Ka and $988\pm38$ Ka, respectively. This study suggests that in Jeju Island the first lava with trachybasalt in composition may have effused around 1 Ma ago, and the effusion style and chemical compositions of lavas must have changed to the formation of lava domes with trachyte-trachyandesite-basaltic trachyandesite and the eruption of lavas with alkali basalt and trachybasalt intermittently during the period from 0.9 Ma to 0.7 Ma ago. It also indicates that the initial lava flows below the ground are intercalated with or underlain by the Seoguipo Formation except for several exposed domal structure areas such as Sanbangsan and Kagsubawi, implying that the early lava effusion may have intermittently and sporadically occurred with nearby hydrovolcanism and sedimentation.

A Study on the animation music video production for the viral marketing purposes A case study of project (바이럴 마케팅용 애니메이션 뮤직비디오 제작 연구 : 월드컵 응원가 <일어나라 대한민국> 사례를 중심으로)

  • Han, Sang-Gyun;Kim, Tak-Hoon;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.22
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    • pp.47-63
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    • 2011
  • Recently, contemporary cultural contents have been shown its diversity changes followed by the birth of new media platforms with consumers' new needs in the global market. Also, developments of Internet and computer system networks are the main contributors of making this changes happened rapidly. This study aims to know that how to usefully use those new media platforms through the great example of stop-motion animation music video by analyzing its production and marketing process. The music video production had been focused to be completed with high quality by adjusting the production process economically in spite of the relatively short period(less than one month)from its crank-up to the deadline. Because the production was planned that main characters lead the whole story, the creative team had been tried to reduce the production hours by commonly use the same mold when they make original clay models by collecting the similarities of characters' appearances. By using CG technic, could overcome the visual monotonous from the similarities which inferred above. Also, the repeated rhythm in the music video, the similar scenes of backgrounds were commonly used by copy of the original scene. At the point of directing, the creative team considered both economical and art aspects for the quality work. In details, they divided the scenes into foreground and background, and removed unnecessary parts to save the production hours and budget but make depth of fields in the scenes. Except the viral marketing purposes, was searching for the methods to compensate the production cost. For this, the characters in the music video dressed the same T-shirts which are world-cup logo on, and those were designed for the sale after released the music video. Even the result of the sales was not enough to satisfied, it was estimated a great attempt to the domestic animation industry.

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Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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A Study on the storytelling strategy of Animation Studio using Mythology - Based on the comparative analysis of Disney and Dream Works (신화를 활용한 애니메이션 스튜디오의 스토리텔링 전략 -디즈니<미녀와 야수>와 드림웍스<슈렉>의 비교분석을 중심으로)

  • Lee, Hye-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.25-52
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    • 2017
  • As the expansion of the cultural industry expands, various competitive structures are formed and the methodologies for producing commercial success are being discussed. Among them, Hollywood studios use political relationships and apply ideologies that can produce the best interests. Also, they use a structure that can convey this ideology, which is a mythology. The myth has satisfied the public for a ling time. Campbell suggested that strategies come from the myth, and the ideology emerged as a result of what mythology has to do with existing powers. Disney and Dream Works use the mythology and combine their own values into ideology. Disney and Dream Works choose conflicting ideologies in a different growth background. If Disney is recognized as an educational animation by the ruling class, Dream Works are supported by the public for their actions against Disney. Disney has conservative and patriotic personality, Dream Works is more liberal and progressive. Disney's structure came out first, and Dream Works parodied it. So we can compare Disney and Dream Works with similar myths to create a storytelling structure that embodies ideology. As a result, Disney and Dream Works have been choosing the 9 stages the key of Ideology form the 17 stages of the mythology and reduced them to the introduction, growth and completion. In the first units of the introduction, Disney dealt with the subject of social leaders who sacrificed to the ruling class and Dream Works hinted at the overthrow of the ruling class through the irony. If Disney had deployed colored races in the main characters, Dream Works used a variety of races from the main characters to others. In the second units of growth, Disney organized the process of accepting the value of the ruling class, and Dream Works showed the individual values, not the values of society. In the third units completion, Disney showed the main character who live in the world of the ruling class rebuilded, and Dream Works removed the ruling class and went back to the Individual life. Through the structure of Disney and DreamWorks, we learned how to utilize the mythical structures that transform according to ideologies. The right way to organize works will require the strategic approach to storytelling.