• Title/Summary/Keyword: Multi-Attribute Analysis

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A Path Analytic Exploration of Consumer Information Search in Online Clothing Purchases (온라인 의복구매를 위한 소비자 정보탐색의 경로분석적 탐구)

  • Kim, Eun-Young;Knight, Dee K.
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.12
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    • pp.1721-1732
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    • 2007
  • This study identified types of information source, and explored a path model for consumer information search by shopping attributes in the context of online decision making. Participants completed self-administered questionnaires during regularly scheduled classes. A total of 219 usable questionnaires were obtained from respondents who enroll at universities in the southwestern region of the United States. For data analysis, factor analysis and path model estimation were used. Consumer information source was classified into three types for online clothing purchases: Online source, Offline retail source, and Mass media. Consumers were more likely to rely on offline retail source for online clothing purchases, than other sources. In consumer information search by shopping attributes, online sources were more likely to be related to transaction-related attributes(e.g., incentive service), whereas offline retail source(e.g., displays in stores, manufacturer's catalogs and pamphlets) were more likely to be related to product and market related attributes(e.g., aesthetics, price) when purchasing clothing online. Also, the path model emphasizes the effect of shopping attributes on traditional retailer search behavior, leading to online purchase intention for clothing. This study supports consumer information search by attributes, and discusses a managerial implication of multi-channel retailing for apparel.

Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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The Framework of Decision Making for Choice of Camping Site Selection Attributes according to Camping Motivation (캠핑동기에 따른 캠핑장 선택속성 의사결정의 프레임워크 구축에 관한 연구)

  • Choo, Seung-Woo
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.225-234
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    • 2015
  • This study focused on building the convergence framework of decision-making for camping site selection attributes. The first stage of study is to identify the camping motivations. The camping motivations are composed of 5 factors. The second stage is to identify the camping site selection attributes. They are composed of 4 factors. The relationships between camping site selection attributes and camping motivations are examined through the multi-regression analysis. The camping site selection attributes were significantly influenced by thr type of camping motivation. Lastly, the relationship between camping site selection attributes and camper's satisfaction and behavioral intention are testified. The implications are that camping site operators and developers need to understand the segmented camping motivations and site selection attributes. They could be the guideline of implementing the developing planning strategies of camping site.

An Exploratory Study on Media Use by Digital Natives (디지털 네이티브 세대의 미디어 이용행태에 관한 탐색적 연구)

  • Koh, Heungseok;Shin, Joonghyun
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.1-10
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    • 2018
  • The study aimed to explore media use by digital natives in Korea. To date, Korea is a country that has both the highest level of digital natives and fastest Internet access in the world. The study also intended to deeply understand the simultaneous activity use of different media and determined the characteristics of Korean digital natives. Based on Korea Media Panel Data for 2015, analyses of the digital natives' traits of time-space, media use, and simultaneous use of media were made through a statistic multi-correspondent method. The results showed that spatial attribute and media use of digital natives are homogeneous in pattern and the degree of simultaneous use of media seems to be limited in type. Moreover, the study suggested the new concept of digital natives' media use and the need for various studies showing the relationship between media use and the Internet generation.

A Study on Forecasting Model based Weighted Moving Average for Cable TV Advertising Market (가중이동평균법을 이용한 케이블TV 광고시장에 대한 예측모형 개발)

  • Cho, Jae Hyung;Kim, Ho Young
    • The Journal of Information Systems
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    • v.25 no.2
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    • pp.153-171
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    • 2016
  • Purpose This study suggests the development of forecasting model for local cable TV advertisement. In order to verify the expected effect of the suggestion, using the causal loop map of System Dynamics, the factors affecting the prospects of cable TV commercial market were divided into 5 groups. Then targeting 97 people involved in the cable TV commercial market in Busan, Ulsan, and Gyeongnam, a survey was conducted on their perception of the current status of local advertisement market and future prospect. Design/methodology/approach The analysis of the collected data shows that workers in advertising and advertisers perceive the influence of cable TV as an advertising media to be high, while clearly understanding the problems of cable TV commercial market. Based on this the effects on the prospects of cable TV commercial market were analyzed and a forecasting method called Weighted Moving Average was applied. In order to improve accuracy of the added value of Weighted Moving Average, the 5 factors were divided into qualitative factors and quantitative factors, and using Multi-attribute Decision Making method, all the factors were normalized and weighting factors were deduced. The result of simulating the prospects of cable TV commercial market using Weighted Moving Average, both qualitative and quantitative factors showed downward turn in the market prospect for the following 10 years. Findings The result reflects generally negative perception of advertisement viewers about the prospects of cable TV commercial market. Compared to the previous studies on domestic cable TV commercials that focused on policy suggestions and surveys on perception of current status, this study has its significance in that it used scientific method and simulation for verification.

An efficient Decision-Making using the extended Fuzzy AHP Method(EFAM) (확장된 Fuzzy AHP를 이용한 효율적인 의사결정)

  • Ryu, Kyung-Hyun;Pi, Su-Young
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.6
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    • pp.828-833
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    • 2009
  • WWW which is an applicable massive set of document on the Web is a thesaurus of various information for users. However, Search engines spend a lot of time to retrieve necessary information and to filter out unnecessary information for user. In this paper, we propose the EFAM(the Extended Fuzzy AHP Method) model to manage the Web resource efficiently, and to make a decision in the problem of specific domain definitely. The EFAM model is concerned with the emotion analysis based on the domain corpus information, and it composed with systematic common concept grids by the knowledge of multiple experts. Therefore, The proposed the EFAM model can extract the documents by considering on the emotion criteria in the semantic context that is extracted concept from the corpus of specific domain and confirms that our model provides more efficient decision-making through an experiment than the conventional methods such as AHP and Fuzzy AHP which describe as a hierarchical structure elements about decision-making based on the alternatives, evaluation criteria, subjective attribute weight and fuzzy relation between concept and object.

A Study on Reinforcement Planning of Transmission Lines for Composite Power System (복합계통의 송전설비 보강계획에 관한 연구)

  • 차준민
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.15 no.3
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    • pp.45-50
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    • 2001
  • Fuzzy theory is used to quantify some subjective criteria and consider uncertain factors for transmission line reinforcement planning in this paper. Sugeno's fuzzy integral is also used in the proposed method, because it can be easily allied to multi attribute decision making problems such as power system planning. To verify the proposed algorithm, some bode-neck lines are searched for the case that the amount of Maximal Load Supplying Capability(MLSC) is small using the results of contingency analysis for Korea Electric Power Corporation(KEPCO)'s 345[kV] transmission line in 1998. And several feasible alternatives are composed for line reinforcement which can dissolve the bottle-neck.

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Comparative Analysis of Subsurface Estimation Ability and Applicability Based on Various Geostatistical Model (다양한 지구통계기법의 지하매질 예측능 및 적용성 비교연구)

  • Ahn, Jeongwoo;Jeong, Jina;Park, Eungyu
    • Journal of Soil and Groundwater Environment
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    • v.19 no.4
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    • pp.31-44
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    • 2014
  • In the present study, a few of recently developed geostatistical models are comparatively studied. The models are two-point statistics based sequential indicator simulation (SISIM) and generalized coupled Markov chain (GCMC), multi-point statistics single normal equation simulation (SNESIM), and object based model of FLUVSIM (fluvial simulation) that predicts structures of target object from the provided geometric information. Out of the models, SNESIM and FLUVSIM require additional information other than conditioning data such as training map and geometry, respectively, which generally claim demanding additional resources. For the comparative studies, three-dimensional fluvial reservoir model is developed considering the genetic information and the samples, as input data for the models, are acquired by mimicking realistic sampling (i.e. random sampling). For SNESIM and FLUVSIM, additional training map and the geometry data are synthesized based on the same information used for the objective model. For the comparisons of the predictabilities of the models, two different measures are employed. In the first measure, the ensemble probability maps of the models are developed from multiple realizations, which are compared in depth to the objective model. In the second measure, the developed realizations are converted to hydrogeologic properties and the groundwater flow simulation results are compared to that of the objective model. From the comparisons, it is found that the predictability of GCMC outperforms the other models in terms of the first measure. On the other hand, in terms of the second measure, the both predictabilities of GCMC and SNESIM are outstanding out of the considered models. The excellences of GCMC model in the comparisons may attribute to the incorporations of directional non-stationarity and the non-linear prediction structure. From the results, it is concluded that the various geostatistical models need to be comprehensively considered and comparatively analyzed for appropriate characterizations.

A Study on the Evaluation Method of Close-to-Nature Stream Improvement Works (자연 친화적인 하천 정비사업의 평가방법에 관한 연구)

  • Kim, Seok-Gyu;Kim, Chul
    • Journal of Korea Water Resources Association
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    • v.40 no.7
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    • pp.503-510
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    • 2007
  • In the area of such a nature-friendly stream improvement, it is not established yet which engineering method is suitable for stream environment, due to lack of technology. Therefore, although nature-friendly stream improvement was done with expensive engineering method, the effect has not been fully confirmed, which results from the absence of overall valuation tool of stream improvement. In this regard, it is necessary to develop and apply comprehensive and diverse valuation methods covering stream functions to the analysis of stream improvement. In this study, we collected data from years' of monitoring on the Gyeongcheon river, which is located in Sunchang-eup, Jeollabuk-do and recently underwent an nature-friendly stream improvement work. Based on the data, we developed a series of valuation methods such as stream naturalness evaluation, life cycle evaluation, amenity evaluation, and economic benefit analysis to consider the environmental function of stream from a comprehensive perspective. Stream naturalness evaluation is a quantitative analysis of how natural a stream is, and includes additional valuation items such as ecosystem and water quality for the purpose of overall valuation, unlike existing research focusing on physical elements and structural characteristics of a stream. We developed a method of stream valuation with life cycle assessment to river reorganization project. Amenity evaluation method was developed as a means to analyze residents' satisfaction with stream improvement through questionnaires. Economic benefit analysis was developed as a means to determine the attributes of environmental water supply, ecosystem, river maintenance, and water quality and predict economic benefits using contingent valuation method (CVM) and multi-attribute utility analysis (MAUA) method in order to analyze economic benefits brought in by stream improvement. It is considered that the four methods developed in this study make possible to conduct an overall and quantitative analysis of stream improvement.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.