• 제목/요약/키워드: Market Comparison

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Contemporary Consumers' Product Consumption Experiences: A Comparison between the Two Leading Brands of Smart Phone (현대 소비자의 제품소비경험: 스마트폰 상표 간 비교를 중심으로)

  • Oh, Ji-Eun;Ki, Kee-Ok
    • Journal of the Korean Home Economics Association
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    • v.50 no.1
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    • pp.141-154
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    • 2012
  • The purpose of this study was to examine consumers' product experiences from the time when the consumer purchases a smart phone, through to the period of use, and to evaluate the product after a period of usage by comparing two groups of smart phone users of the two leading brands, Galaxy S and iPhone 4G. Product experiences were considered through the process of a consumer purchasing and using a product throughout the whole cycle of product consumption. Product experiences were compared between the two brand users according to their demographic backgrounds. The results indicated that iPhone 4G users were more likely to experience functional superiorities and emotional varieties than Galaxy S users. Especially, iPhone 4G users were more likely to experience enjoyment, aesthetics, enhanced self-images and good relationships with others through the smart phone than the Galaxy S users. Galaxy S users were more likely to identify a corporate's image as a superior feature, while iPhone 4G users were more likely to identify multi-functions and endless applications. This study implies that not only the product's functional superiorities but also the consumers' entire cycle of product experiences should be carefully examined and reflected in the development of successful new products in this competitive market.

The Prospects of Game Industries in Emerging Contents Economy System (게임산업의 위상과 전망에 대한 일고찰)

  • Sung, Jae-Whan
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.5-16
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    • 2001
  • Recently, Transition to the epoch of world has put an emphasis on the contents that has been emerging as the value of world economy. Consequently the core of industry is moving from IT industry to culture contents industry. Especially Game Industry among the culture contents industry is estimated that it will be the biggest power of influence in size and social influence. Game Industry is one of the high value-added, knowledge-based industries whose market is increasing faster than any other cultural industries. And game industry includes the technology, culture, cultural science and industry. It effectively symbolizes the character of synthetic entertainment industry in comparison with another industry. Also Game Industry is embedding as the superpower industry that competent to draw the whole development of culture industry because game development is intensifying into One-Source Multi-Use. It is important finding of this paper that it is necessary to ensure the competitive power and understand value and character of contents and to project the policy of human power and technology of Game Industry.

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Comparison of the MGISEQ-2000 and Illumina HiSeq 4000 sequencing platforms for RNA sequencing

  • Jeon, Sol A;Park, Jong Lyul;Kim, Jong-Hwan;Kim, Jeong Hwan;Kim, Yong Sung;Kim, Jin Cheon;Kim, Seon-Young
    • Genomics & Informatics
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    • v.17 no.3
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    • pp.32.1-32.6
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    • 2019
  • Currently, Illumina sequencers are the globally leading sequencing platform in the next-generation sequencing market. Recently, MGI Tech launched a series of new sequencers, including the MGISEQ-2000, which promise to deliver high-quality sequencing data faster and at lower prices than Illumina's sequencers. In this study, we compared the performance of two major sequencers (MGISEQ-2000 and HiSeq 4000) to test whether the MGISEQ-2000 sequencer delivers high-quality sequence data as suggested. We performed RNA sequencing of four human colon cancer samples with the two platforms, and compared the sequencing quality and expression values. The data produced from the MGISEQ-2000 and HiSeq 4000 showed high concordance, with Pearson correlation coefficients ranging from 0.98 to 0.99. Various quality control (QC) analyses showed that the MGISEQ-2000 data fulfilled the required QC measures. Our study suggests that the performance of the MGISEQ-2000 is comparable to that of the HiSeq 4000 and that the MGISEQ-2000 can be a useful platform for sequencing.

Modified Piezoelectric Ceramics for Portable Ultrasonic Medical Probe Application (휴대용 의료 초음파 프로브 적용을 위한 압전체 제조 및 특성)

  • Kang, Dong Heon;Chae, Mi Na;Hong, Se Won
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.29 no.8
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    • pp.483-488
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    • 2016
  • Ultrasound imaging by using piezoelectric materials, such as lead zirconium titanate (PZT) has been one of the most preferred modes of imaging in the medical field due to its simple, low cost and non-ionizing radiation in comparison to other imaging techniques. Recently, the market demand for portable ultrasound is becoming larger with applications in developing countries, disaster area, military, and emergency purposes. However, most of ultrasound probes used is bulky and high power consumable, so unsuitable for such applications. In this study, the 3 layered ceramic specimen consisted of 128 pitches of $420{\mu}m$ in width and $450{\mu}m$ in thickness were prepared by using the Ti-rich PZT compositions co-fired at $1,050^{\circ}C$. Their electrical and ultrasound pulse-echo properties were investigated and compared to the single layer specimen. The 3 layered ultrasound probe showed 1.584 V of Vp-p, which is 3.2 times higher than single layered one, implying that it would allow effectively such a portable ultrasound probe system. The result were discussed in terms of higher capacitance, lower impedance and higher dielectric coefficient of the 3 layered ultrasound probe.

SEED and Stream cipher algorithm comparison and analysis on the communication (통신에서의 SEED와 스트림 암호 알고리즘의 비교 분석)

  • Ahn, In-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.2
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    • pp.199-206
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    • 2010
  • Society of digital information becomes gradually advancement, and it is a situation offered various service, but it is exposed to a serious security threat by a fast development of communication such as the internet and a network. There is required a research of technical encryption to protect more safely important information. And we require research for application of security technology in environment or a field to be based on a characteristics of market of an information security. The symmetric key cipher algorithm has same encryption key and decryption key. It is categorized to Block and Stream cipher algorithm according to conversion ways. This study inspects safety and reliability of proposed SEED, Stream cipher algorithm. And it confirms possibility of application on the communication environments. This can contribute to transact information safely by application of suitable cipher algorithm along various communication environmental conditions.

A Comparative Study on the Management Performance of General Retail Companies in Korea: For Department store, TV home­shopping, Internet & Mobile shopping (우리나라 종합소매업의 경영성과에 관한 비교 연구 - 백화점, TV홈쇼핑, 온라인쇼핑몰 업태를 대상으로 -)

  • Koo, Kyoungmo
    • Journal of Korea Port Economic Association
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    • v.35 no.4
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    • pp.31-50
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    • 2019
  • The retail industry has been coping with changes in the retail market environment for the past decade or so. Using a total of 14 companies, this study aims to reveal the effect of differences in sales channels and retail business styles on the management performance of retail companies. The financial statements of these companies were used to analyze the five key indicators of their management performance. As research variables, sales channels, retail business style and business period were used as factors affecting their management performance. ANOVA or MANOVA was performed to test differences in management performance between groups according to the number of factors. The effect of three factors on the management performance of retail companies was found to be significant. The multi-comparison test revealed significant differences among retail business styles in terms of the five key indicators. TV home-shopping performed better than others in terms of stability and profitability. Internet and mobile shopping companies performed poorly in terms of profitability compared to others and performed higher than department stores in terms of growth, activity, and productivity.

The research of Trading card game and proposal of Trading card game "Legend of the animal trainer" (트레이딩 카드 게임 조사 및 동물을 주제로 한 트레이딩 카드 게임 '전설의 조련사' 제안)

  • Li, Xuanxin;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.557-564
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    • 2014
  • In general, board games are just want to buy a pair of board games to play, but in recent years, a new type of the game - Trading card game (TCG) by the vast number of players, Trading card game with its own custom personal hand gameplay and diversified combination tactics when the game is won a high popularity. And there are a few long Trading card game popularity will continue on to now, the growing popularity of such as the board game market needs will continue to continue.

The characteristics of cotton production of Damyang-gun & Hwasun-gun, Yeongsan River, in modern times - Focused on the comparison of Gurye-gun, Seomjingang River - (근대시기 영산강 유역(담양군과 화순군) 면직물 생산 문화의 특징 - 섬진강 유역의 구례군과의 비교를 중심으로 -)

  • Choi, Seung yeun
    • The Research Journal of the Costume Culture
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    • v.24 no.4
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    • pp.471-482
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    • 2016
  • This study investigated the characteristics of cotton production of Damyang-gun & Hwasun-gun, Yeongsan River compared with that of Gurye-gun, Seomjingang River in modern times. To do this, research method was both literature and fieldwork research, results were as follows. First, as for cotton fiber cultivation in Damyang-gun & Hwasun-gun, Chinese cotton (在來綿) has been cultivated during Japanese Colonial era unlike Gurye-gun. Especially, Yellow cotton (黃綿) has been cultivated in Hwasungun. Second, as for spinning in Damyang-gun, Hwasun-gun and Gurye-gun, some of cotton spinning process have been gradually changed to mechanization by market shop equipped with mechanized cotton gin and cotton whipping tool since Japanese colonial era. Third, the loom types also, like spinning tools, have been changed from the traditional Korean back-strap loom to the treadle loom in Damyang-gun, Hwasungun and Gurye-gun. Chemical dyeing with chemical dyestuff also has been done since Japanese Colonial era. Fourth, since the 1970s, the outputs of cotton production have been reduced in both Damyang-gun & Hwasun-gun. For Damyang-gun, this has been connected with bamboo craft since the Joseon Dynasty period. So, Damyang-gun has more concentrated on bamboo craft than cotton production. For Hwasun-gun, since Japanese Colonial era, sericulture has been very important. So, Hwasun-gun also has more concentrated on sericulture than cotton production. The main reason to discontinue cotton production in Damyang-gun, Hwasun-gun and Gurye-gun was related to the local choice like economic added value.

Comparison and analysis of men's classic-fit and slim-fit shirt patterns - Utilizing the 3D virtual try-on system - (남성의 클래식핏과 슬림핏 셔츠 패턴 비교 분석에 관한 연구 - 3D 가상착의를 활용하여 -)

  • Kim, Minjung;Kim, Myoung-Ok;Park, Sunkyung
    • The Research Journal of the Costume Culture
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    • v.22 no.2
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    • pp.209-224
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    • 2014
  • This study aims to compare the ease of shirt patterns in the men's wear market that have been constantly developing, and to analyze the fitness and appearance through the 3D virtual try-on system. The study selected three industrial patterns and two educational materials of classic-fit and slim-fit shirts for a total of ten items. The experiments involved virtual wearing, a stress contact point perspective map, and appearance evaluations. First, the ease differed significantly in the chest, waist, and sleeve cap height according to the patterns. Second, based on the stress, contact point, and transparency, there was ease in the order of Nam, D-brand, J-brand, Park, and S-brand in the classic-fit shirts while the order of D-brand, Nam, J-brand, Park, and S-brand resulted in the slim-fit shirts. Third, in the appearance evaluation, higher points resulted in the order of J-brand, Park, S-brand, D-brand, and Nam in both classic-fit and slim-fit. The results showed that proper ease differs greatly by shirt-fit and target age. Also, the shirts with more ease tended to be evaluated less favorably in the appearance evaluation. Based on the results, the study suggests that the proper ease in chest circumference is 18cm for the classic-fit shirts and 6 cm for the slim-fit shirts.

A Study on Life Style and Clothing Purchasing Behaviors of Female Consumers - Focused on Comparison with Adolescence, Middle Age, and Senescence - (여성 소비자의 라이프 스타일과 의복 구매 행동에 관한 연구 - 청년층, 중년층, 노년층을 대상으로 -)

  • Jeon, Kyoung-Ran;Lee, Mi-Sook
    • The Research Journal of the Costume Culture
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    • v.16 no.3
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    • pp.444-460
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    • 2008
  • The purposes of this study were to investigate life style and various clothing purchasing behaviors of female consumers, and to analyze the differences of life style and clothing purchasing behaviors by 3 age groups(adolescence, middle age, and senescence). The subjects were 750 adult women aged from twenties to sixties who live in Daejeon and Chungnam province. The research method is a survey and research instruments consisted of life style questionnaire, clothing purchasing behaviors questionnaires, and demographic attribution. Data were analyzed by factor analysis, variance analysis, Duncan's multiple range test and $X^2$ test, using SPSS program. The research results are follows. First, 6 factors were emerged in life style(appearance-oriented, achieve-oriented, social life-oriented, economic- oriented, equality of sexes-oriented, and leisure- oriented). Second, 5 factors were emerged in shopping orientation(resonable shopping, conspicuous shopping, voluptuous shopping, devoted shopping, and convenient shopping). Third, clothing purchasing behaviors of adult women showed many differences by age groups. Adolescence women considered more criterion including design, price, and color or pattern, purchased their clothing by psychological reason such as fashion change, and used internet as important source of clothing, whereas senescence women purchased by physical reason such as body size change and functional trouble, used friend and sales person as important source of clothing, and purchased clothing at department store and old style market.

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