• Title/Summary/Keyword: In-Store Promotion

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Strategy for Establishing a Rights Processing Platform to Enhance the Utilization of Open Data (공공데이터 활용성 제고를 위한 권리처리 플랫폼 구축 전략)

  • Sim, Junbo;Kwon, Hun-yeong
    • Journal of Information Technology Services
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    • v.21 no.3
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    • pp.27-42
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    • 2022
  • Open Data is an essential resource for the data industry. 'Act On Promotion Of The Provision And Use Of Public Data', enacted on July 30, 2013, mandates public institutions to manage the quality of Open Data and provide it to the public. Via such a legislation, the legal basis for the public to Open Data is prepared. Furthermore, public institutions are prohibited from developing and providing open data services that are duplicated or similar to those of the private sector, and private start-ups using open data are supported. However, as the demand for Open Data gradually increases, the cases of refusal to provide or interruption of Open Data held by public institutions are also increasing. Accordingly, the 'Open Data Mediation Committee' is established and operated so that the right to use data can be rescued through a simple dispute mediation procedure rather than complicated administrative litigation. The main issues dealt with in dispute settlement so far are usually the rights of third parties, such as open data including personal information, private information such as trade secrets, and copyrights. Plus, non-open data cannot be provided without the consent of the information subject. Rather than processing non-open data into open data through de-identification processing, positive results can be expected if consent is provided through active rights processing of the personal information subject. Not only can the Public Mydata Service be used by the information subject, but Open Data applicants will also be able to secure higher quality Open Data, which will have a positive impact on fostering the private data industry. This study derives a plan to establish a rights processing platform to enhance the usability of Open Data, including private information such as personal information, trade secrets, and copyright, which have become an issue when providing Open Data since 2014. With that, the proposals in this study are expected to serve as a stepping stone to revitalize private start-ups through the use of wide Open Data and improve public convenience through Public MyData services of information subjects.

Design of kitchen cabinet using complex link mechanism (복합 링크기구를 이용한 주방 상부장 설계)

  • Geon-Hyeok Lim;Kibum Shim;Hoon Shim;Jiwon Jang;Sang-Hyun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.429-434
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    • 2023
  • Kitchen cabinets are essential furniture for storing the kitchen tools, but their high installed location makes it difficult for users to access the upper of the cabinets. Therefore, in this paper, we propose a new type of kitchen cabinet that allows users to easily take out or store items by adding new height adjustment features while maintaining the function of the existing cabinet. For convenience and safety, an appropriate complex link mechanism is designed so that the selected floor, not the entire cabinet, can come down to a desired height with one operation. Moreover, the optimal descent path is set to prevent the floor tilting or interfloor interference during descent, and appropriate link shapes, lengths, and joint types are selected to implement it. FEA analysis is performed to ensure that the stretched complex linkage can support the load of the stored items and the feasibility of the height adjustable kitchen cabinet is verified through fabrication.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

The Effect of Business Relationships on Conflict and Satisfaction in the Cosmetics Industry's Distribution Channel (코스메틱 산업에서의 유통경로상 거래관계가 갈등과 관계만족에 미치는 영향)

  • Park, Soo-Hong;Yang, Hoe-Chang;Sun, Il-Suck
    • Journal of Distribution Science
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    • v.13 no.6
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    • pp.79-86
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    • 2015
  • Purpose - The cosmetics industry is a traditional high value-added industry in terms of the domestic demand, small batch production systems, exclusive competition, and raw materials highly dependent on overseas countries as well as an oligopolistic market structure. However, new foreign brands and growing consumer awareness of inexpensive products, has triggered a shift. In line with changing lifestyles and the polarization of consumption, the industry faces a new market structure. Among its key characteristics is the cosmetics industry's numerous distribution channels (i.e., department stores, door-to-door sales, online shopping malls, brand shops, and discount stores). Therefore, the study of its distribution channels is essential. Research design, data, and methodology - The study analyzed channel distribution power divided into coercive and non-coercive power. The factors of coercive power included: unilateral request of an increase in commissions, interference in sales by taking advantage of a superior status, unilateral buck-passing at the time of a problem, unilateral request to stop sales activities, and a unilateral business contract; the factors of non-coercive power included favorable payment conditions, offers of various kinds of information, policy on commission reduction, pride in market entrance, and promotion support. In addition, the mediating variable "interdependence" was applied to the execution of department store (or mart) power and their shop conflicts and satisfaction to examine direct and indirect influential power. The methodology was a survey of managers of cosmetics shops in department stores (or marts). The questionnaire, based on a five-point Likert scale, included questions about basic personal information, execution of power, interdependence, conflict, and satisfaction. The study distributed 198 questionnaires and collected 131. Ten questionnaires with missing or hard to analyze data were excluded. Thus, 121 copies were analyzed. Results - According to the analysis, the execution of coercive power by department stores (or marts) did not affect interdependence, but the execution of non-coercive power did. Interdependence did not influence conflict, but did affect satisfaction. Additionally, the analysis revealed direct influential power: the execution of coercive power positively affected conflict and negatively influenced satisfaction; the execution of non-coercive power positively affected satisfaction. Conclusions - To offer suggestions for distribution business relations in the cosmetics industry, this study investigated how the execution of power by department stores (or marts) affected their shops. More specifically, it examined how much the execution of both coercive power and non-coercive power influenced conflict and satisfaction, and analyzed the mediating role of interdependence. In line with previous study results in various areas, coercive power was shown to be the source of conflict, leading to a decrease in satisfaction, whereas non-coercive power significantly positively influenced satisfaction. Moreover, non-coercive power increased interdependence, which led to greater satisfaction. As a result, interdependence had a mediating effect on non-coercive power and satisfaction. Based on the results, department stores (or marts) should look for improvements plans that increase interdependence. Such plans could alleviate conflict with the shops, increasing their satisfaction.

Environmental Management : Based on CU's ESG Management (유통산업의 환경경영 : CU의 ESG경영을 중심으로)

  • Kim, So Hyung;Seo, moon Sol;Kim, Yu Jin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.37-46
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    • 2022
  • Recently, our society and environment has changed rapidly due to the pandemic caused by the COVID-19 virus. In this rapidly changing environment, companies fulfill their social responsibilities and require non-financial elements of transparent management activities. ESG has become one of the non-financial factors, and interest of ESG management is increasing worldwide. In this paper, we examine the importance of ESG concept and ESG management performance and the correlation with companies, and examine the necessity of ESG management for companies in the future. The literature reviews are conducted on CU which is currently best practicing ESG management through various secondary data. Also, we used interview articles so that reflect the rich voice of the distribution industry. In addition, after examining ESG characteristics through examples of global companies, we looked at BGF Retail's CU convenience store ESG activities, which is a leader in ESG management, in distribution industry. CU was divided into all sectors of E, S, and G, and all sectors were actively engaged in activities and flexibly coping with changing environments and social needs. In particular, it was confirmed that CU's environmental management, which focuses the most, achieved successful results due to the increase in actual consumption of customers. ESG management activities at CU convenience stores are currently ongoing and future tasks. As a leading company in ESG management in the current industry, it is meaningful to understand the process of growing into a company that shares concerns, efforts, and practical activities and fulfills social responsibility. Through this study, the changes and growth of CU and domestic companies to ESG and sustainable management are expected in the futures.

Strategies for Development of Cultural Products Design for Promotion of Cultural Tourism Festivals - Focusing on utilization of local cultural resources - (문화관광축제 활성화를 위한 문화상품 디자인 개발 전략 연구(제 1보) - 지역문화자원 활용을 중심으로 -)

  • Chung, Kyung-Hee;Lee, Mi-Sook
    • Journal of the Korean Society of Costume
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    • v.59 no.7
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    • pp.17-33
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    • 2009
  • The purpose of this study was to get some pieces of prior information to eventually develop high value-added fashion cultural products design using local cultural resources, to promote the cultural tourism festival. For this purpose, this study is carried out the investigation of cultural product stores and visitors' questionnaire survey. The subjects of this study were festivals which were selected as cultural tourism festival by the Ministry of Culture, Sports and Tourism from 2000 to 2008. Of them, six festivals were finally selected but food festival was excluded. The results of this study were as follows; First, the store survey was conduced to analyze the situation of the products of cultural tourism festival. The most frequent product was accessories. And a T-shirt was found to be sold every festival probably because it was the most popular item and basic item which people could buy without burden. While the most diverse kinds of products were found in the Andong, the Jinju and Gangjin were found not to develop various products. In the design motif used for cultural products, most products did not use festival or local image. The highest use of the festival and local image was found in Gangjin and Muju. The Andong and Chungju were found to sell very common products buying anywhere rather than products using local cultural resources or image. In the material of cultural products, most products use metal. And In the price of cultural products, 10,000-30,000 won was found highest. Second, the purchase conditions of cultural tourism festival visitors were examined. The visiting goal and companion of visitors was found to vary with the type of cultural tourism festival. The types of visitors were also found to have an effect on the choice of items in the purchase of cultural products sold in the festival. Only one third of respondents responded buying one and more cultural products. The purchase rate was found high in the festival where cultural product items were various and there were many products symbolizing festival or region. The most purchased item was a mobile phone hanger and the amount of purchasing cultural products was 10,000-30,000 won. The reason not to purchase cultural products was dissatisfaction with utility, originality, possibility of a present, symbolism, and price. The most important attribute in the purchase of cultural products was design, followed by symbolism, price, originality, and innovation. The highly preferred product group included clothing, miscellaneous goods, and accessories. Specifically, T-shirt was found highest. Based on these research results, it was found that the design strategy for the cultural products development should consider both regional and festival images. The items and designs of the cultural products should reflect visitors' characteristics and the price zone should be varied.

Network Technology-based Aesthetic Practices: Focused on the Digital Activism of Electronic Disturbance Theater (네트워크 테크놀로지 기반의 미적 실천: 전자교란극단의 디지털 행동주의를 중심으로)

  • Shan Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.215-220
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    • 2023
  • Network technology used as a physical interface to retrieve, store, and exchange data is leading the era of data capitalism in the 21st century. The capacity of network technology dominates almost all communication in everyday life, and makes social understanding and experiences in the physical world visible in cyberspace. The movements of human bodies and objects in cyberspace are placed in a social context. This paper paid attention to these phenomena and examined the cases of activism that raised real problems through cyberspace. In particular, the focus of the study is the digital activism of the Electronic Disturbance Theater, which combines critical art and thinking for democracy with the realm of information and demonstrates aesthetic imagination. The first chapter of the main body briefly outlines the meaning activism as a social movement in cyberspace. The second chapter looks back on the alternatives of <FloodNet>, which represents the early activism performance of EDT. And then in the last chapter, the poetic significance of the <Transborder Immigrant Tool> is analyzed. Through this process, this paper demonstrates that the activism performance of the EDT is a critical aesthetics that encourages imagination for alternatives. It also argues that Electronic Disturbance Theater has contemporary value as an avant-garde art that actively utilizes the medium of network technology and integrates performance art and politics.

Proposal of Promotion Strategy of Mobile Easy Payment Service Using Topic Modeling and PEST-SWOT Analysis (모바일 간편 결제 서비스 활성화 전략 : 토픽 모델링과 PEST - SWOT 분석 방법론을 기반으로)

  • Park, Seongwoo;Kim, Sehyoung;Kang, Juyoung
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.365-385
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    • 2022
  • The easy payment service is a payment and remittance service that uses a simple authentication method. As online transactions have increased due to COVID-19, the use of an easy payment service is increasing. At the same time, electronic financial industries such as Naver Pay, Kakao Pay, and Toss are diversifying the competition structure of the easy payment market; meanwhile overseas fintech companies PayPal and Alibaba have a unique market share in their own countries, while competition is intensifying in the domestic easy payment market, as there is no unique market share. In this study, the participants in the easy payment market were classified as electronic financial companies, mobile phone manufacturers, and financial companies, and a SWOT analysis was conducted on the representative services in each industry. The analysis examined the user reviews of Google Play Store via a topic modeling analysis, and it employed positive topics as strengths and negative topics as weaknesses. In addition, topic modeling was conducted by dividing news articles into political, economic, social, and technology (PEST) articles to derive the opportunities and threats to easy payment services. Through this research, we intend to confirm the service capabilities of easy payment companies and propose a service activation strategy that allows gaining the upper hand in the market.

Problems and Improvement of Game Rating System - Focused on IARC member Countries (게임물 등급 제도의 문제점과 개선방안 모색 - IARC 가입국을 중심으로)

  • Kim, Dae-wook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.321-327
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    • 2019
  • This study aims to investigate the transition of the game rating system in Korea and to search for problems and improvement measures in the era of IARC game grade review. IARC(International Age Rating Coalition) is an International Classification Alliance, with 37 member organizations from 6 countries. In addition, IARC grants participating store-fronts autonomy to review game ratings. The method of deliberating games in Korea is proceeding with direct review by rating system and deliberation by IARC's own classification system. The problem of the rating system of the game is that the civilian becomes the subject, it relies on the questionnaire, and its side effects are caused by its own classification system. IARC guidelines can be developed to improve the game rating system, education on penalties and ratings for game developers, and management of participating front-stores. In conclusion, it may be dangerous to delegate rating authority to open market, and it is necessary to construct a discussion forum for ratings, including government and industry, game developers, users, and parents of under-age gamers. It is necessary to create a rating system for the game environment in Korea.

A Study on the Effects of Quality Evaluation Cues on Private Brands Purchasing Behavior (유통업체 상표의 구매행동에 관한 실증적 연구)

  • Kim, Yong-Mahn;Kang, Seok-Jeong;Byeon, Choong-Kyu
    • Journal of Global Scholars of Marketing Science
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    • v.7
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    • pp.353-374
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    • 2001
  • Price and brand are two major attributes of products that consumer purchases. Price is important because it is often a measure of worth and quality. Some consumers purchase only well-known national brands. However, By reason of the price competition on account of new business condition and depressions, and consumers practical and rational purchasing tendency, consumers tend to purchase private brands(PB hereafter) because as consumers they expect that producers have reasonable and acceptable quality. Accordingly, The study, with intrinsic cue, extrinsic cue, familiarity anything like these cues from the study of Richardson et aI(1994, 1996), intends to present current topics we guide in retailer's promotion strategy for PB. As for investigating how quality evaluation has on effect on the private brands purchasing behavior of discount store grocery items. This study establishes a hypotheses on the basis of the quality evaluation cues of PB and literature review for purchasing behavior and collects materials for consumers about 196, and also analyzes them using a variety of SPSS/PC+package program. Therefore, the findings of this study provide the following managerial implications. 1) Retailer will successful in increasing private brand market share through dramatic improvement in package design, labeling, advertising, and branding strategies. 2) Planned Purchasers have high intention to repurchase PB because they buy them reasonably in accordance with the estimate therefore, they might have word-of-mouth effect for the evaluation of quality and recognition. They need to acknowledge benefits for PB purchases to maintain purchase like that. 3) The main consumers are housewives in their thirties and forties and they something reasonably because they have a lot of family and retailer will work out.

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