• 제목/요약/키워드: Korea society

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ACE와 ACTN3의 다중유전형질과 근력운동 경기력간의 관계 (Polygenic Association of ACE and ACTN3 Polymorphisms with Korean Power Performance)

  • 김철현
    • 생명과학회지
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    • 제22권3호
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    • pp.398-406
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    • 2012
  • 이 연구는 한국인에서 적용할 수 있는 근력관련 유전적 소인을 ACE 유전자와 ACTN3 유전자를 단일유전자 수준과 다중유전자 수준에서 관계성을 규명하는데 목적이 있다. 연구의 목적을 위해 근력운동종목의 엘리트선수 158명, 국가대표선수 106명, 대조군 676명을 동원하여 ACE ID 다형성과 ACTN3 R577X 다형성 분포를 분석했다. 연구결과, ACE 다형성에서 II 유전형 및 I 대립형질은 유의하게 높은 분포를 가졌고, 반면 DD 유전형 및 I 대립형 질은 유의하게 낮은 분포를 가졌다(Top-Class vs. Control: 41.4% vs. 32.1 for II genotype, 67.1% vs. 57.7% for I allele, p<0.05). ACTN3 다형성에서 RR 유전형 및 R 대립형질은 유의하게 높았고 XX 유전형 및 R 대립형질은 유의하게 낮았다(Top-Class vs. Control: 42.3% vs. 29.0 for RR genotype, 65.3% vs. 54.8% for R allele, p<0.05). 다중유전자 수준에서 근력은 ACE 다형성과 ACTN3 다형성이 조합된 우성조합유전형(II/ID+RR/RX)이 최우수 경기력에서 유의하게 높은 분포를 가졌다(Top-Class vs. Control: 82.9% vs. 66.7% for II/ID+RR/RX, p<0.05). 또한 최우수 경기력을 가진 국가대표는 엘리트와 대조군 보다 유의하게 높은 TGS를 가졌다($66{\pm}0.9$ vs. $58{\pm}1.9$ vs. $56{\pm}2.3$, p<0.05). 이를 근거로 우성조합유전형이 최우수 근력 경기력을 가질 가능성에 대한 승산비는 2.43배(CI:1.45-4.09, p<0.001)였다. 따라서 ACE 다형성과 ACTN3 다형성은 한국인에서 근력과 관계된 유전형으로 확인되었으며, 두 유전자는 상호 조합된 다중유전형에서 근력 경기력에 영향을 줄 것으로 사료된다. 또한 ACE 다형성과 ACTN3 다형성을 조합한 다중유전자는 근력 경기력을 예측할 수 있은 유전적 요인으로 사료되었다.

한우에서 전장의 유전체 정보를 활용한 연관불평형 및 유효집단크기 추정에 관한 연구 (Estimation of Linkage Disequilibrium and Effective Population Size using Whole Genome Single Nucleotide Polymorphisms in Hanwoo)

  • 조충일;이준호;이득환
    • 생명과학회지
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    • 제22권3호
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    • pp.366-372
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    • 2012
  • 본 연구는 한우 유전체 전장에 존재하는 고밀도 단일염기다형을 DNA chip을 이용하여 각각의 유전자형을 구명하고, 동일염색체 내에 존재하는 각 표지인자쌍의 연관불평형을 성 염색체를 제외한 모든 상염색체에서 추정하여 물리적 거리별 연관불평형의 정도를 확인하고 이러한 결과를 이용하여 한우 집단의 유효집단 크기를 추정하기 위하여 실시하였다. 한우개량사업소에서 2005년부터 2008년까지 후대검정에 공시된 후보종모우 및 후대 검정우 288두에 대해 혈액을 채취하고 Bovine SNP 50 DNA Chip을 이용하여 유전자형을 분석하였으며, 총 51,582 표지인자 중 결측률이 10% 이상인 표지인자 1개 및 다형성이 없는 표지인자 10,730개에 대해 사전제거를 실시하고 남은 40,851개의 SNP표지인자를 본 분석에 활용하였다. 연구 결과, 성 염색체를 제외한 상 염색체의 총 SNP표지인자의 길이는 2,541.6 Mb였으며, 염색체별 평균 SNP표지인자간 거리는 0.55에서 0.74로 분포하였으며, EM알고리즘을 이용하여 염색체별 연관불평형을 추정해 보았을 때, 기존의 보고된 연구와 유사하게 표지인자간 거리가 짧을수록 높게 나타나는 지수형태의 그래프를 나타냈으며, SNP표지인자간 거리에 따른 $r^2$를 보면, 0 Mb에서 0.1 Mb일 때 0.136, 0.1-0.2 Mb에서 0.06로 나타났다. Luo (1998)의 연구결과를 한우에 적용시켰을 때, 전체분산의 5%이상 설명하는 양적형질좌위 발굴을 위해서 약 2,000두의 표현형 자료가 필요할 것으로 사료되었다. 또한 한우의 세대별 유효집단 크기에 대해 추정해 본 결과, 현재 한우의 유효집단크기는 84두로 추정되었고, 지금으로부터 약 50세대 이전의 유효집단 크기는 1,150두로 추정되었다. 가축에서 인공수정이 도입(1960년대)된 이 후 개량의 가속화로 인해 한우의 유효집단 크기가 급격히 감소한 것으로 사료되었다.

기장산과 완도산 건 다시마의 무기성분 및 생리활성 분석 (Mineral Contents and Physiological Activities of Dried Sea Tangle (Laminaria japonica) Collected from Gijang and Wando in Korea.)

  • 최재석;신수화;하유미;김양춘;김태봉;박선미;최인순;송효주;최영주
    • 생명과학회지
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    • 제18권4호
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    • pp.474-481
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    • 2008
  • 시판되는 기장 및 완도 다시마 완제품(건 다시마)의 일반성분, 미량금속, 유리아미노산 함량, 알긴산 함량, 항산화 효과와 항염증 효과를 조사하여 산지별 다시마의 생리활성을 비교, 분석하였다. 일반성분 중, 기장 다시마와 완도 다시마 간의 수분, 회분, 조지방, 탄수화물, 열량의 값은 큰 차이를 보이지는 않았지만 조단백의 경우, 기장 다시마가 8.41%, 완도 다시마가 7.25%로 나타나 기장 다시마의 조단백 함량이 완도 다시마의 조단백 함량보다 다소 높은 것으로 나타났다. 주요 유리아미노산은 glutamic acid, aspartic acid, alanine, proline 및 hydroxyproline이었으며, 유리아미노산의 함량을 비교한 결과, threonine, valine, 그리고 lysine 경우는 기장 다시마에서 더 높은 함량을 보였고, methionine, leucine, phenylalanine 및 histidine은 완도 다시마에서 더 높은 함량을 보였다. 비 필수아미노산의 함량은 기장 다시마의 함량이 완도 다시마에 비해 전반적으로 높게 나타났다. 4종류의 주요 금속원소(Na, K, Ca, Mg)와 3종류의 미량금속원소(Fe, Zn, P)의 농도를 비교한 결과, Fe의 함량은 완도 다시마가 높게 나타났으며, Na, K, Ca, Zn, Mg 그리고 P의 함량은 기장 다시마가 모두 높게 나타났다. 알긴산의 함량은 기장 다시마의 알긴산 함량(19.8%)이 완도 다시마(17.9%)보다 다소 높은 것으로 나타났으며, DPPH radical scavenging 활성은 완도 다시마의 전자공여능이 기장 다시마의 전자 공여능보다 약 17.8% 정도 높은 것으로 났다. SOD 유사활성은 완도 다시마(49.7%)가 기장 다시마(46.2%)보다 다소 높은 SOD 유사활성을 나타냈다. LPS에 의하여 유도된 NO 합성은 다시마 methanol 추출물을 처리함으로서 NO 합성이 $200\;{\mu}g/ml$농도에서 기장 및 완도 다시마의 NO 합성저해활성은 각각 21.4%와 32.6%로 나타났다. 이러한 결과는 다시마 methanol 추출물이 면역기능과 밀접한 관계가 있음을 나타내는 것이다.

비이온성 및 양쪽 이온성 계면활성제 첨가가 반추위 혼합 미생물의 성장과 볏짚의 in vitro 소화에 미치는 영향 (Effects of Non-ionic or Zwitterionic Surfactant on in vitro Digestibility of Rice Straw and Growth of Rumen Mixed Microorganisms.)

  • 이신자;김완영;문여황;김현섭;김경훈;하종규;이성실
    • 생명과학회지
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    • 제18권4호
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    • pp.515-521
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    • 2008
  • 본 연구는 반추위 미생물 발효에 있어서 계면활성제의 이온성 여부가 발효시간별 in vitro 건물소화율, 미생물 성장량, pH 변화, Cas 발생량 및 SEM에 의한 미생물 부착 양상을 조사하기 위해 수행되었다. 1 mm 입자도의 볏짚을 기질로 하여 Holstein 젖소 위액을 이용한 Dehority's artificial medium에 대조구를 비롯하여 비이온성 계면활성제(NIS)로서 시판되고 있는 Tween 80과 SOLFA-850 2종류, 그리고 양쪽(+/-) 이온성 계면활성제(ZIS)로서 3-(Dodecyldimethylammonio) propanesulfanate (DDAP) 1 종류를 이용하여 각각 0.05% 및 0.1% 수준으로 첨가함으로써 총 7처리를 두었다. 발효시간은 6, 12, 24, 48 및 72시간으로 설정하여 각 처리 당 3반복으로 시험을 수행하였다. In vitro 건물 소화율은 NIS인 Tween 80 첨가구에서 48시간 및 72시간 발효 시, 타 처리구에 비해 유의적(P<0.05)으로 높았으나, ZIS인 DDAP 첨가구는 발효 24시간이후 부터 대조구보다도 건물소화율이 낮게 나타났다(P< 0.05). 가스 발생량은 NIS 두 처리구 모두, 대조구나 ZIS 처리구보다 유의적(P<0.05)으로 많았으며, 발효시간의 경과함에 따라 증가하였다. 미생물 성장량은 NIS인 Tween 80 첨가구에서 가장 많았고, 다음으로 SOLFA 850 첨가구 순이었으며, ZIS인 DDAP 첨가구는 대조구보다도 적었다(P<0.05). 전자현미경으로 관찰한 미생물 부착 양상에서 NIS 첨가구는 무처리구에 비해 미생물 군집이 현저히 많았으나 ZIS첨가구는 오히려 적은 것으로 나타났다. 따라서 양쪽(+/-) 이온성 계면활성제는 반추위 발효 작용과 미생물 성장에 긍정적인 효과가 없는 것으로 사료된다.

β-ionone의 인체 비소폐암세포 A-549에 대한 anti-proliferative 효과 (Anti-proliferative Effects of β-ionone on Human Lung Cancer A-549 Cells)

  • 이선민;김영숙;장욱진;압두르 라키브;오태우;김보현;김소영;김정옥;하영래
    • 생명과학회지
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    • 제23권11호
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    • pp.1351-1359
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    • 2013
  • ${\beta}$-Ionone의 인체 비소폐암세포 A-549 cells (human non-small lung cancer A-549 cell)에 대한 anti-proliferative effect에 관한 연구를 수행하였다. A-549 cell에 다양한 농도의 ${\beta}$-ionone (1, 5, 10, and 15 ${\mu}M$)을 2, 4, 6일 간 처리하고, 배양 2일에 A-549 cell의 생육억제와 관련되는 biochemical marker를 측정하였다. ${\beta}$-Ionone은 A-549 cell 생육을 dose와 time 의존적으로 저해하였다. ${\beta}$-Ionone 배양 2일의 $IC_{50}$은 5.0 ${\mu}g/ml$이었다. ${\beta}$-Ionone은 농도 의존적으로 apoptosis를 유도하였다. ${\beta}$-Ionone은 p53, p21 및 Bax protein 수준을 증가시켰으나, Bcl-2 protein 발현은 억제시켰다. ${\beta}$-ionone은 cytosol cytochrome c 함량을 증가시켰고, caspase-9과 caspase-3 효소 활성증가를 유도하였다. 또한, ${\beta}$-ionone은 $cPLA_2$와 COX-2 protein level을 감소시켰다. 이와 같은 결과는 ${\beta}$-ionone의 A-549 cell에 대한 생육억제효과는 Bax와 Bcl-2 gene 발현을 reciprocal regulation하여 유도한 apoptosis와 $cPLA_2$ 및 COX-2 protein 발현 억제에 기인함을 의미한다.

전문성 신장 과정으로서의 한 수학교사의 성찰적 실천 (A Mathematics Teacher's Reflective Practice as a Process of Professional Development)

  • 김동원
    • 한국수학교육학회지시리즈E:수학교육논문집
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    • 제23권3호
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    • pp.735-760
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    • 2009
  • 교사 삶의 대부분은 수업이 차지하고 있으며, 수업이 이루어지는 교실은 교사와 학생이 함께 성장할 수 있는 실험실이기도 하다. 곧 교사의 전문성이란 실험실 속에서 부단히 회의하고 실험하고 검증하는 과정의 순환을 통해 높아질 수 있다. 전문성의 신장은 주로 $Sch\ddot{o}n$의 실천의 인식론에 토대를 둔 교사의 성찰적 실천, 그 중에서도 수업 실천을 통해 모색된다. 그리고 성찰적 실천의 밑바탕은 당면한 상황 또는 현실에 대한 철저한 간파, 마주대하고 있는 학생들의 특성에 대한 정확한 이해라고 할 수 있다. 본고에서는 교사의 실천을 논의하기 위하여 우선 기존 연구들이 어떤 시사를 주는지 살펴본다. 교실에 대한 이해, 수업에 대한 이해, 학생에 대한 이해와 관련된 기존의 연구들을 살펴보면 핵심적인 두 가지 주장을 발견할 수 있다. 하나는 수업을 바라보는 관점의 전환을 촉구하는 것이며, 또 하나는 교사의 성찰적 실천의 필요성을 제기하는 것이다. 다음으로, 실제 한 중학교 수학교사의 실천 사례를 이야기 할 것이다. 연구자는 1년간 한 수학교사의 수업을 관찰했다. 그 교사는 지난 몇 년간의 성찰과 실천의 순환 과정을 통해 자신만의 실천적 지식을 창출해 왔다. 실천적 지식의 주요 내용은 발표 환경이라는 의사소통을 위한 큰 틀이 교실에서 온전히 정착되도록 하고, 그 속에서 앉아서 함께 생각하고 정당화하기, 한 사람이 자리에서 일어서서 설명하기, 나와서 풀고 설명하기라는 세 가지 대표적인 상호교섭구조를 창출하고 학생들의 자발적인 변화를 촉진하는 것이다. 더불어, 변화가 원활하지 않거나 장애를 만났을 때 부단히 문제점을 진단하고 극복 방안을 찾으려는 노력과 실험도 실천적 지식의 주요 요소가 된다. 성찰과 실천이 교사 전문성 신장의 핵심 개념임을 고려할 때, 위와 같은 한 교사의 실천적 지식의 창출 과정은 곧 자기 주도적 전문성 신장의 과정이 된다.

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모니터링 기능에 대한 인식이 효과적인 BPMS 도입에 미치는 영향 (An Empirical Study on the Impact of the Perception of the Monitoring Function on Effective BPMS Adoption)

  • 채명신;박진석;이병태
    • Asia pacific journal of information systems
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    • 제17권3호
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    • pp.105-130
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    • 2007
  • Recently, there is a substantial interest in implementing Business Process Management System(BPMS) among enterprises with the purpose of business process innovation. BPMS redesigns and coordinates business processes in terms of both automated steps and human involvement in order to maximize the value of both involved people and systems. The reason why BPMS is getting attention from top managers is that it has the possibility to optimize the business processes by cycling the process of modeling, execution, monitoring, evaluation, and redesigning work processes. Thus, it has created high expectations about not only productivity improvement but also business process innovation. However. having an innovative nature, which is used for process innovation, BPMS implementation has great potential to stir up employee resistance. The analysis and the discussion about the prevention of the resistance against IS(Information Systems) is important because IS change the way people work and also alter the power structure within the organization, in general. The purpose of this study is to investigate factors that have an impact on the effective adoption of BPMS at the enterprise level. To find out these factors, this study considers two characteristics of BPMS: First. BPMS shares some characteristics with other enterprise-wide IS such as ERP. Second, it has special BPMS-specific characteristics. Due to the lack of previous research on BPMS adoption, interviews were carried out with IT-consultants and CIOs who conducted BPMS projects previously to find out BPMS-specific features that would make BPMS unique when compared to other enterprise-wide IS. As a result, the monitoring function was chosen as the main BPMS-specific factor. Thus, this paper reviewed studies both on enterprise-wide IS adoptions, which applied Technology Acceptance Model (TAM) and secondly on computer based monitoring to find out factors that would influence the employees' perception on the monitoring function of BPMS. Based on the literature review, the study suggested three factors that would have an impact on the employee's perception of the monitoring function: fairness of enterprise evaluation system, fairness of the boss, and self-efficacy of their work. Three factors that would impact the enterprise-wide IS adoption were also set: the shared belief in the benefit of BPMS, training, and communication. Then, these factors were integrated with TAM. Structural equation modeling was used to test hypotheses, out factors that would impact the employees' perception on the monitoring function of BPMS. Based on the literature review the study suggested three factors that would have an impact on the employee's perception of the monitoring function: fairness of enterprise evaluation system, fairness of the boss, and self-efficacy of their work. Three factors that would impact the enterprise-wide IS adoption were also set: the shared belief in the benefit of BPMS, training, and communication. Then, these factors were integrated with TAM. Structural equation modeling was used to test hypotheses. The data analysis results showed that two among three monitoring function related factors - enterprise evaluation system and fairness of the boss - were significant. This implies that employees would worry less about the BPMS implementation as long as they perceive the monitoring results will be used fairly for their performance evaluation. However, employees' high self-efficacy on their job was not a significant factor in their perception of the usefulness of BPMS. This is related to cases that showed employees resisted against the information systems because they automated their works (Markus, 1983). One specific case was an electronic company, where the accounting department workers were requested to redefine their job because their working processes were automated due to BPMS implementation.

가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합 (The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses)

  • 차재열;임건신
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

서비스지배논리하에서 가치공동창출 매커니즘과 기업성과간의 관계에 대한 연구 (Understanding the Relationship between Value Co-Creation Mechanism and Firm's Performance based on the Service-Dominant Logic)

  • 남기찬;김용진;임명성;이남희;조아라
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.177-200
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    • 2009
  • AIn the advanced - economy, the services industry hasbecome a dominant sector. Evidently, the services sector has grown at a much faster rate than any other. For instance, in such developed countries as the U.S., the proportion of the services sector in its GDP is greater than 75%. Even in the developing countries including India and China, the magnitude of the services sector in their GDPs is rapidly growing. The increasing dependence on service gives rise to new initiatives including service science and service-dominant logic. These new initiatives propose a new theoretical prism to promote the better understanding of the changing economic structure. From the new perspectives, service is no longer regarded as a transaction or exchange, but rather co-creation of value through the interaction among service users, providers, and other stakeholders including partners, external environments, and customer communities. The purpose of this study is the following. First, we review previous literature on service, service innovation, and service systems and integrate the studies based on service dominant logic. Second, we categorize the ten propositions of service dominant logic into conceptual propositions and the ones that are directly related to service provision. Conceptual propositions are left out to form the research model. With the selected propositions, we define the research constructs for this study. Third, we develop measurement items for the new service concepts including service provider network, customer network, value co-creation, and convergence of service with product. We then propose a research model to explain the relationship among the factors that affect the value creation mechanism. Finally, we empirically investigate the effects of the factors on firm performance. Through the process of this research study, we want to show the value creation mechanism of service systems in which various participants in service provision interact with related parties in a joint effort to create values. To test the proposed hypotheses, we developed measurement items and distributed survey questionnaires to domestic companies. 500 survey questionnaires were distributed and 180 were returned among which 171 were usable. The results of the empirical test can be summarized as the following. First, service providers' network which is to help offer required services to customers is found to affect customer network, while it does not have a significant effect on value co-creation and product-service convergence. Second, customer network, on the other hand, appears to influence both value co-creation and product-service convergence. Third, value co-creation accomplished through the collaboration of service providers and customers is found to have a significant effect on both product-service convergence and firm performance. Finally, product-service convergence appears to affect firm performance. To interpret the results from the value creation mechanism perspective, service provider network well established to support customer network is found to have significant effect on customer network which in turn facilitates value co-creation in service provision and product-service convergence to lead to greater firm performance. The results have some enlightening implications for practitioners. If companies want to transform themselves into service-centered business enterprises, they have to consider the four factors suggested in this study: service provider network, customer network, value co-creation, and product-service convergence. That is, companies becoming a service-oriented organization need to understand what the four factors are and how the factors interact with one another in their business context. They then may want to devise a better tool to analyze the value creation mechanism and apply the four factors to their own environment. This research study contributes to the literature in following ways. First, this study is one of the very first empirical studies on the service dominant logic as it has categorized the fundamental propositions into conceptual and empirically testable ones and tested the proposed hypotheses against the data collected through the survey method. Most of the propositions are found to work as Vargo and Lusch have suggested. Second, by providing a testable set of relationships among the research variables, this study may provide policy makers and decision makers with some theoretical grounds for their decision making on what to do with service innovation and management. Finally, this study incorporates the concepts of value co-creation through the interaction between customers and service providers into the proposed research model and empirically tests the validity of the concepts. The results of this study will help establish a value creation mechanism in the service-based economy, which can be used to develop and implement new service provision.

A New Item Recommendation Procedure Using Preference Boundary

  • Kim, Hyea-Kyeong;Jang, Moon-Kyoung;Kim, Jae-Kyeong;Cho, Yoon-Ho
    • Asia pacific journal of information systems
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    • 제20권1호
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    • pp.81-99
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    • 2010
  • Lately, in consumers' markets the number of new items is rapidly increasing at an overwhelming rate while consumers have limited access to information about those new products in making a sensible, well-informed purchase. Therefore, item providers and customers need a system which recommends right items to right customers. Also, whenever new items are released, for instance, the recommender system specializing in new items can help item providers locate and identify potential customers. Currently, new items are being added to an existing system without being specially noted to consumers, making it difficult for consumers to identify and evaluate new products introduced in the markets. Most of previous approaches for recommender systems have to rely on the usage history of customers. For new items, this content-based (CB) approach is simply not available for the system to recommend those new items to potential consumers. Although collaborative filtering (CF) approach is not directly applicable to solve the new item problem, it would be a good idea to use the basic principle of CF which identifies similar customers, i,e. neighbors, and recommend items to those customers who have liked the similar items in the past. This research aims to suggest a hybrid recommendation procedure based on the preference boundary of target customer. We suggest the hybrid recommendation procedure using the preference boundary in the feature space for recommending new items only. The basic principle is that if a new item belongs within the preference boundary of a target customer, then it is evaluated to be preferred by the customer. Customers' preferences and characteristics of items including new items are represented in a feature space, and the scope or boundary of the target customer's preference is extended to those of neighbors'. The new item recommendation procedure consists of three steps. The first step is analyzing the profile of items, which are represented as k-dimensional feature values. The second step is to determine the representative point of the target customer's preference boundary, the centroid, based on a personal information set. To determine the centroid of preference boundary of a target customer, three algorithms are developed in this research: one is using the centroid of a target customer only (TC), the other is using centroid of a (dummy) big target customer that is composed of a target customer and his/her neighbors (BC), and another is using centroids of a target customer and his/her neighbors (NC). The third step is to determine the range of the preference boundary, the radius. The suggested algorithm Is using the average distance (AD) between the centroid and all purchased items. We test whether the CF-based approach to determine the centroid of the preference boundary improves the recommendation quality or not. For this purpose, we develop two hybrid algorithms, BC and NC, which use neighbors when deciding centroid of the preference boundary. To test the validity of hybrid algorithms, BC and NC, we developed CB-algorithm, TC, which uses target customers only. We measured effectiveness scores of suggested algorithms and compared them through a series of experiments with a set of real mobile image transaction data. We spilt the period between 1st June 2004 and 31st July and the period between 1st August and 31st August 2004 as a training set and a test set, respectively. The training set Is used to make the preference boundary, and the test set is used to evaluate the performance of the suggested hybrid recommendation procedure. The main aim of this research Is to compare the hybrid recommendation algorithm with the CB algorithm. To evaluate the performance of each algorithm, we compare the purchased new item list in test period with the recommended item list which is recommended by suggested algorithms. So we employ the evaluation metric to hit the ratio for evaluating our algorithms. The hit ratio is defined as the ratio of the hit set size to the recommended set size. The hit set size means the number of success of recommendations in our experiment, and the test set size means the number of purchased items during the test period. Experimental test result shows the hit ratio of BC and NC is bigger than that of TC. This means using neighbors Is more effective to recommend new items. That is hybrid algorithm using CF is more effective when recommending to consumers new items than the algorithm using only CB. The reason of the smaller hit ratio of BC than that of NC is that BC is defined as a dummy or virtual customer who purchased all items of target customers' and neighbors'. That is centroid of BC often shifts from that of TC, so it tends to reflect skewed characters of target customer. So the recommendation algorithm using NC shows the best hit ratio, because NC has sufficient information about target customers and their neighbors without damaging the information about the target customers.