Byung-Jun, Kim;Sou-Bin, Yun;Su-Jin, Jang;Sam-Hyun, Chun
The Journal of the Institute of Internet, Broadcasting and Communication
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v.23
no.1
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pp.171-176
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2023
The purpose of this study is to analyze the introduction and use cases of Metaverse in the financial sector to learn lessons and implications. Let's take a look. The era of the metaverse is coming. The financial sector is pioneering the blue ocean market in a new era and working with the MZ generation. In order to expand contact points, we are very interested in the new business model, Metaverse, and are actively engaged in research and development. appear to be participating. In the case of finance, information is efficiently transmitted through metaverse, and customers It is predicted that the convenience of customers will be greatly improved by making it possible to use convenient services without visiting a branch. Additionally, by utilizing technologies such as AR and VR, we are trying to provide services linked to the metaverse in earnest. In addition, new financial services such as non-face-to-face asset management consulting services and brokerage services for funds through Metaverse Business models are also expected to be created. It is still in its infancy, and it is currently in its infancy, Metaverse is being used for educational purposes.
This study aims to examine the mediating effects of ethical leadership and the moderating effects of organizational culture in relation to the impact of public service motivation on innovative behavior by public officials. This research utilizes data from the 2021 Public Employee Perception Survey conducted to public officials by the Korea Institute of Public Administration. Public service motivation had a positive effect on innovative behavior and ethical leadership, while ethical leadership had a positive effect on innovative behavior. In addition, ethical leadership mediated the relationship between public service motivation and innovative behavior. Under organizational culture, hierarchical and innovative cultures exhibited moderating effects. The policy and practical implications of these findings are as follows. First, it is important to build ethical leadership in order to retain the national competitiveness of public officials and encourage innovative behaviors that can adapt to changes at public organizations. Second, the competition rate for public service examinations has fallen recently. This may be interpreted as an unfavorable perception of public service bureaucracy among the MZ generation. Consequently, in line with the changing times, the organizations of public officials must adopt to a future-oriented, innovative culture. Third, it is necessary to explore alternative methods for developing an innovative culture, such as giving greater flexibility and autonomy through transfer of authority to public officials who address the public directly.
This study analyzed successful cases of using metaverse in a reality where interest in metaverse is increasing. The use of Metaverse is mainly used in companies to explore its industrial potential or government agencies strive for policy support, but the possibility of application in educational institutions has another meaning. We tried to find the success factors and future implications by analyzing actual cases of using metaverse at university entrance ceremonies. As a result of analyzing the case of S University in Asan, Chungcheongnam-do's metaverse entrance ceremony, it was determined that the university's first metaverse entrance ceremony could be counted as a very meaningful success story. Specifically, on the technical level, it stood out that the existing metaverse technology and the new technology for the event were properly harmonized. At the organizational level, it is meaningful that the internal organization's resources were efficiently utilized based on previous experiences. On the environmental level, the COVID19 environment and the MZ generation. It was analyzed that the social change of going to college contributed to the planning and success of the metaverse entrance ceremony. As a result, it is judged that the successful use of the resources possessed by a clear goal is the success factor of the metaverse entrance ceremony.
Journal of the Korean Applied Science and Technology
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v.40
no.6
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pp.1521-1532
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2023
This study was done to identify the face-to-face and non-face-to-face student counseling experiences of nursing students during the COVID-19 period. Data were collected through interviews with 10 students at S Women's University in Gyeonggi-do from December 2022 to April 2023. All recorded data were analyzed using an inductive content analysis method. As a result of the study, two themes, four categories, and eight subcategories were found. Themes were 'factors promoting counseling' and 'Non-facilitating factors in counseling'. The first theme category was 'adaptation to new counseling methods' and 'pursuing convenience as the MZ generation', and the second theme category was 'resistance to counselling' and 'discrepancy from the desire for mutual relationships'. Through this study, it was helpful to understand that student counseling is essential for nursing students and what the most appropriate and useful counseling method is. Additionally, this study provided important evidence to lay the foundation for comparative research on face-to-face and non-face-to-face counseling among research participants according to gender and major. Further suggests research to develop a student counseling program for nursing students and confirm its effectiveness.
ESG has become a necessity for all companies, and major Korean banks are actively practicing ESG management. Banks are playing a role in providing ESG finance as intermediaries in the supply of funds. Recently, they have launched ESG digital banking products that offer preferential interest rates for eco-friendly activities in combination with digital technologies. However, indiscriminate provision of preferential interest rates can adversely affect profitability of banks, and they may face the problem of 'Greenwashing' if they do not contribute to improving environmental awareness. Therefore, this study selected ESG digital savings products linked to electricity savings as the subject of the study, and empirically analyzed consumers' environmental awareness and savings behavior through actual data of consumers (N=2,478). The main findings of this study are as follows First, the analysis of the consumer status of ESG digital banking products shows that the 30-50s are the main consumer base, and the MZ generation shows relatively high performance in achieving preferential interest rates through electricity saving practices. Second, consumers' environmental awareness has a significant impact on achieving the goals of ESG banking products. ESG banking products can contribute to environmental awareness while fulfilling the basic function of saving. Third, environmental awareness did not drive consumers' savings contribution behavior, suggesting the need for continued consumer engagement. Based on environmental awareness and the theory of saving behavior, this study provides a theoretical explanation in ESG financial products. The results suggest that the appropriateness of the preferential interest rate design of ESG financial products is important.
Journal of Korea Society of Digital Industry and Information Management
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v.17
no.2
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pp.85-101
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2021
This study aims to gain insight through understanding the Metaverse, which has recently become a hot topic. The study utilizes the methods of case study and News Bigdata Analysis Services. The Metaverse can be defined as a world with no separation between the virtual and real worlds. Currently, the Metaverse is dominated mainly by the MZ generation, but just like smartphones have quickly entered our lives, the Metaverse will soon, too, become a part of our lives. To follow up on this change, all companies, including global companies, are going after the Metaverse. Today, the Metaverse is successfully being used in all types of fields, including gaming, performing arts, business, etc., and its essential technologies include VR/AR/MR/XR and AI. This study intends to help understand the Metaverse through a case analysis of Zepeto, which has 200 million users worldwide. On Zepeto, users can decorate their own avatars, hang out with friends, go to art galleries and performances, and create and sell items. Of these users, 90% are from outside of South Korea, and 80% are teenagers. With most of the users being underage, many legal and social problems also follow. Nevertheless, who will be the first to conquer the new world of the Metaverse will continue to be a big issue. This study also analyzes domestic news articles about the Metaverse by utilizing the BigKinds system. Starting in 1996, the number of articles about the Metaverse each year remains single digit, until in 2020 when the number sharply rises to 86 news. As of June 2021, there are 1,663 articles on the Metaverse. This study suggests that the Metaverse should now be carefully examined and closely followed.
Background and objective: The purpose of this study was to comprehensively analyze the user behavior in order to cope appropriately with the increasing demand for mountain usage of those in their 20s and 30s and to allocate resources efficiently. Methods: To analyze the behavior of mountain hiking users, an exploratory data analysis (EDA) was conducted on the data which had been collected in the app Tranggle. The main target are users in their 20s and 30s who visited the mountains in the metropolitan area in 2019-2020. Among them, we have selected data on the top 13 mountains based on the frequency of visits. After data pre-processing, mountain usage patterns were analyzed through statistical analysis and visualization. Results: Compared to 2019, the number of users in 2020 increased 1.36 times. The utilization rate of the well-established hiking trails has also increased. The usage of mountain on weekends (Saturday > Sunday) was still the highest, and the difference in the usage between the days of the week decreased. Outside of work hours, early morning usage has increased and night-time usage has decreased. There was no significant change in usages depending on activity type, level (experience point) and exercise properties. Conclusion: Since the COVID-19 outbreak, the usage of mountains has been changing towards low user density and short-distance trip. in the post-COVID-19 era, the function and role of forests in daily life are expected to increase. To cope with this, further research needs to be carried out with consideration of the wider demographic and social characteristics.
Journal of Information Technology Applications and Management
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v.28
no.6
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pp.45-67
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2021
Snack culture, which can be easily enjoyed and consumed in a short period of time just like eating sweets, is spreading rapidly. Among them, TikTok is gaining popularity mainly among the MZ generation, and TikTok is rapidly emerging as a means of advertising or marketing. In this study, we studied the effect of TikTok Advertising's informativeness, interactivity, and impediment on brand attitudes. Previous studies have suggested that brand attitudes are formed through usefulness. However, this study divided usefulness into utilitarian value and hedonic value, and proved that brand attitudes are formed through these mediation variables. This is because of the TikTok advertising includes entertainment as well as usefulness. Therefore, this study established and verified the model in which informativeness, interactivity, and impediment of TikTok advertising form brand attitude through utilitarian value and hedonic value. In order to verify this research model, survey questionnaires were distributed to TikTok users and a total of 220 data samples were collected and analyzed. As a result of data analysis, informativeness and interactivity have a positive effect on utilitarian value and hedonic value, but impediment has a negative effect. In addition, informativeness, interactivity, impediment influenced brand attitudes through practical value and hedonic value, not directly influencing brand attitudes. This study is meaningful in that it suggests a marketing strategy that can further enhance brand attitude by considering utilitarian value and hedonic value simultaneously, rather than focusing on either utilitarian value or hedonic value.
Journal of Information Technology Applications and Management
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v.30
no.2
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pp.45-57
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2023
Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on 'creation and economy' and 'discovery', will evolve into an 'experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new 'metaverse business model' was proposed based on 'experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of 'business experience'. In addition, a survey was conducted on the 'application of metaverse service and avatar' targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an 'selective switch mode' that can change the avatar's appearance at the desired timing according to the 'experience' and 'purchase purpose' of each metaverse service area. In addition, by strategically utilizing the 'Digilog' psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of 'avatar purchase system' by 'selective switch mode' and 'avatar decorating system' by 'digilog' strategy, the experience metaverse, which has been focused on 'digital twin experience' so far, is As it develops into 'business experience', it is expected that the user experience can be further satisfied.
Journal of the Korean Society of Clothing and Textiles
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v.47
no.2
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pp.277-294
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2023
As more consumers have turned to online shopping since the COVID-19 pandemic, communication through offline channels has also entered a new phase. Young consumers recognize offline channels as a play space for enjoying various experience elements. Applying Pine and Gilmore's (1998) experiential economy theory, this study initially explores the structure of experience factors in the context of experiential fashion stores (RQ1). Next, we investigate the effect of experience factors on consumer loyalty by mediating store attachment (RQ2). In addition, the moderating effect of fashion innovativeness was verified (RQ3). This survey targeted members of the MZ generation who have visited experiential fashion stores. A total of 225 survey responses were analyzed using AMOS 22.0 and SPSS 26.0. First, as a result of factor analysis, the experience factors of experiential fashion stores were classified into education, escapism, and aesthetic entertainment. Secondly, as a result of structural equation modeling (SEM), all three experience factors positively affected store attachment, and increased attachment positively enhanced consumer loyalty. Finally, as a result of multigroup SEM analysis, consumers with low fashion innovativeness considered educational experience as an important factor in inducing store attachment, while consumers with high fashion innovativeness value escapism and aesthetic entertainment experiences.
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