• 제목/요약/키워드: Promotion strategy

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The Effects of Temperature on Maintaining the Stability of Water Quality in Biofloc-based Zero-water Exchange Culture Tanks (Biofloc을 기반으로 한 무 환수 사육 시스템의 수질 안정 유지에 미치는 수온의 영향)

  • Cho, Seo-Hyun;Jeong, Jong-Heon;Kim, Myung-Hee;Lee, Kyu-Tae;Kim, Dae-Jung;Kim, Kwang-Hyun;Oh, Sang-Pil;Han, Chang-Hee
    • Journal of Life Science
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    • v.25 no.5
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    • pp.496-506
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    • 2015
  • This study explored adequate water temperature ranges for maintaining stable water quality in a biofloc- based zero-water exchange culture system. Five experimental tanks with the following temperatures were set up: 10℃, 15℃, 20℃, 25℃, and 30℃. First, a biofloc-based culture system was developed in the experimental tanks; then, the tanks were stocked with goldfish and went without a water exchange for 60 days. Conditions for developing a biofloc-based culture system and stable water quality in low concentrations of inorganic nitrogen compounds at 10℃, 15℃, 20℃, 25℃, and 30℃ were maintained after 17, 26, 43, 68, and 78 days, respectively. Beginning from when the goldfish were stocked in the biofloc-based culture tanks, concentrations of $NH_4{^+}-N$ remained constant and at low levels at 10℃ and 15℃, but they showed a gradual increase at 20℃, 25℃, and 30℃. Concentrations of $NO_2{^-}-N$ and $NO_3{^-}-N$ at 10℃ and 15℃ did not remain at low levels and immediately increased. While $NO_2{^-}-N$ concentrations at above 20℃ remained constant and stable at relatively low levels, $NO_3{^-}-N$ concentrations showed a gradual increase. Conditions of 15℃ and below could not maintain low and stable concentrations of $NO_2{^-}-N$. In the pH range of 4.0 to 6.0, $NH_4{^+}-N$ concentration decreased as the pH rose. However, there was no correlation between pH and $NH_4{^+}-N$ concentration in the pH range of 6.0 to 8.0. These results indicate that pH levels should be kept at pH 6.0 and above to maintain a low and stable concentration of $NH_4{^+}-N$ at above 20℃.

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.

An Evaluation Model on Supply Factors of Urban Park (도시공원의 공급인자 평가모형)

  • Chang, Byung-Moon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.1
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    • pp.1-11
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    • 2010
  • The purpose of this paper is to evaluate supply factors of urban parks to answer the research question: What are the causal effects of supply factors of urban parks on visitor satisfaction? After reviewing the literature and the Korean park planning process, we constructed a conceptual framework and have formulated the hypothesis of this research. We had obtained data through a questionnaire, which surveyed 452 visitors at 8 urban parks in Daegu Metropolitan City in 2008, based on a stratified sampling method. After the elimination of 96 unsuitable samples, we have analyzed the data using descriptive statistical methods, Pearson's correlation analysis and a path analysis method. We have found that: 1) While the direct and indirect effect of accessibility(ACC) on visitor satisfaction(VS) turned out to be 0.184 and 0.220, respectively, the indirect effect of information(IFM) and promotion(PRM) on VS turned out to be 0.101 and 0.177, respectively. 2) While the direct and indirect effect of service(SVR) on VS turned out to be 0.130 and 0.236, respectively, the direct effect of ACC turned out to be 0.698. 3) While the direct effect of ACC, SVR and attraction(ATT) on VS turned out to be 0.184, 0.130 and 0.698, respectively, composing 67.96% of causal effect, the indirect effect of ACC, IFM, PRM and SVR on VS turned out to be 0.220, 0.101, 0.177 and 0.236, respectively, composing 42.04% of causal effect. 4) The magnitude of causal effect of supply factors on VS turned out to be ATT(39.98%), ACC(23.14%), SVR(20.96%), PRM(10.14%) and IFM(5.78%) in order, and 5) the causal effect of external supply factors of ACC, IFM and PRM compose 39.06% of the causal effect while that of the internal supply factors of SVR and ATT is 69.94%. The research results suggest that: 1) Planning for park marketing strategy and remedial directions for existing urban parks, in order to increase visitor satisfaction, be focused on IFM and PRM, especially. 2) The research approach and path analysis method adopted by this research be valid and highly useful for planning and evaluation of other recreation areas. It is recommended that: 1) Structural Equation Model on supply factors of urban parks be established in the future. 2) Evaluation of supply factors by type of urban park be performed.

Health Lifestyle Patterns of Seoul Adults (서울 일부지역 성인의 건강생활양식 유형연구)

  • Lee, Hwa-Kyung;Lee, In-Young;Kim, Eun-Mi;Lee, Hun-Jae;Bae, Sang-Soo
    • Journal of agricultural medicine and community health
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    • v.31 no.2
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    • pp.145-156
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    • 2006
  • Objectives: Health behaviors are related to each other, or they may be essentially dependent upon each other. Hence the overall health behaviors of a given population could be better described in terms of health lifestyle patterns. This paper tried to classify such patterns in a sample population and suggest the socioeconomic and demographic characteristics of each groups. Methods: A sample population comprised of 2,775 adults who reported their health behaviors in a public health survey were classified according to their smoking, drinking, diet, and exercise related pattern of behaviors. Clustering analysis was used to classify them. Results: Six health lifestyle patterns were identified. Individuals in the passive lifestyle cluster (48.3%) had no active health promoting activities, but did avoid risk taking health behaviors. 24.8% of the sample (Health promoting lifestyle) had an overall healthy lifestyle. 13.5% of the sample were in the smoking cluster, and 8.4% were in the alcohol drinking cluster. The hedonic lifestyle (4.5%) was characterized by heavy smoking, alcohol drinking and poor diet and exercise. 0.7% of the sample (Smoking-Drinking lifestyle) had heavy smoking and drinking, but good diet and exercise. Each group could be characterized by sex, age, and income. Conclusions: A population sample of Seoul adults were successfully clustered into six health lifestyles. The socioeconomic and demographic characteristics were suggested for the characterization of the each health lifestyle groups. We can approach to a certain target population with specific strategy.

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Analysis of Production Cost of Walnut Tree Cultivation in Major Cultivating Regions (호두나무 주요 재배지역의 생산비 분석)

  • Kim, Jae-Sung;Lee, Uk
    • Journal of Korean Society of Forest Science
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    • v.99 no.4
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    • pp.611-617
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    • 2010
  • The current studies aim is to analyze the production cost of walnut tree cultivation and its object was targeted at walnut tree cultivating household region 163. The analysis is as follows. Our domestic walnut tree cultivating households averagely have cultivated about 0.7ha, and planting number per ha was averagely 204, and it showed that compared to the standard planting number (100), the plantation was done close planted. The most cultivar cultivated according to regions were Chungbuk region: sangchon 65.7%, Chungnam region: kwangduk 68.6%, Jeonbuk region: sangchon 98.0%, Gyeongbuk region: daeboo 61.2%. The production cost for cultivating walnuts can be classified into the followings; management cost(4436 thousand won/ha) such as manufacturing cost(292 thousand won/ha), intermediate material cost(3682 thousand won/ha), rent(103 thousand won/ha), employment cost(653 thousand won/ha) etc, and self-serviced expenses such as self-laboring cost(5,834 thousand won/ha), land security cost(490 thousand won/ha), fixed capital cost(834 thousand won/ha), circulating capital cost(234 thousand won/ha) etc. 11,820 thousand won were invested for the production cost of walnut and it made 11,586 thousand won/ha(rate of investment 72.3%) profit, and the net income was 4,196 thousand won/ha(net income rate 26.2%), showing high amount of income. The manufactured walnuts were marketed in Nong-hyup 39.8%, wholesalers 20.8%, dealers 19.8% and recently, as the amount of goods marketed directly to consumers themselves have increased, the income has reached up to 18.9%. At the basis of making most of idle soil, walnut tree's cultivated regions are fairly small, and due to the characteristics of sideline management, it has its limits in searching for production policy locally and promotion strategy of industries. Therefore, if the basic database can be established, subjected only to full-time cultivating households, then not only would the differences between the imported walnuts be reinforced, it would also be possible to transfer into the new and improved distribution system. Furthermore, through establishment of the database, it can be anticipated that it would contribute greatly in the increase of the household income.

The influence of perceived usefulness and perceived ease of use of experience store on satisfaction and loyalty (체험매장의 지각된 용이성과 유용성이 만족과 충성도에 미치는 영향)

  • Lee, Ji-Hyun
    • Journal of Distribution Science
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    • v.9 no.3
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    • pp.5-14
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    • 2011
  • One of the new roles of modern retail stores is to supply consumers with a memorable experience. In Korea, enhancing a store's environment so that customers remember a unique shopping experience is recognized as a sound strategy for strengthening the store's competitiveness. Motivated by this incentive, awareness of the experience-store concept is starting to increase in various categories of the retail industry. However, many experience stores, except in a few cases, have yet to derive a significant profit, explaining why Korean consumers are somewhat unfamiliar with, yet fascinated by, the experience stores that now exist in the country. Consumer satisfaction directly, and indirectly, affects a company's future profit and potential financial gain; customer satisfaction also affects loyalty. Therefore, knowing the significant factors that increase satisfaction and loyalty is essential for any company, in any field, to be able to effectively differentiate itself from the competition. Intrigued by increased competition opportunities, most Korean companies have adopted experience-store marketing strategies. When establishing the most effective processes for increasing sales and achieving a sustainable competitive advantage of a new concept, companies should consider certain factors that influence consumers' ability to accept new concepts and ideas. The Technology Acceptance Model (TAM) is a theory that models how people accept new concepts. TAM proposes the following two factors that influence a person's decisions about how, and when, he or she will use a new product: "perceived usefulness" and "perceived ease of use." Much of the existing research has suggested that a person's character also affects the process for accepting new ideas. Such personal character attributes as individual preferences, self-confidence, and a person's values, traits, and/or skills affect the process for willingly consenting to try something new. It will be meaningful to establish how the TAM theory's components, as well as personal character, affect individuals accepting the experience-store concept. To that end, as it pertains to an experience store, the first goal of the study is to examine the influence of innovative factors (perceived usefulness and perceived ease of use) on satisfaction and loyalty. The second objective is to define the moderate effect of consumers' personal characteristics on the model. The proposed model was tested on 149 respondents who were engaged in leisure sports activities and bought sports outdoor garments and equipment. According to the study's findings, the satisfaction and loyalty of an experience store can be explained by perceived usefulness and perceived ease of use, with the study's results demonstrating the stronger of the two factors being "perceived ease of use." The study failed to explain the effects of a person's character on the model. In conclusion, when the companies that operate the experience stores execute their marketing and promotion strategies, they should stress the stores' "ease of use" product components. Additionally, it can be extrapolated from the study data that since the experience-store idea is still relatively unfamiliar to Korean consumers, most customers are not yet able to evaluate, nor take a position regarding, their respective attitudes toward experience stores.

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Knowledge Management Strategy of a Franchise Business : The Case of a Paris Baguette Bakery (프랜차이즈 기업의 지식경영 전략 : 파리바게뜨 사례를 중심으로)

  • Cho, Joon-Sang;Kim, Bo-Yong
    • Journal of Distribution Science
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    • v.10 no.6
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    • pp.39-53
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    • 2012
  • It is widely known that knowledge management plays a facilitating role that contributes to upgrading organizational performance. Knowledge management systems (KMS), especially, support the knowledge management process including the sharing, creating, and using of knowledge within a company, and maximize the value of knowledge resources within an organization. Despite this widely held belief, there are few studies that describe how companies actually develop, share, and practice their knowledge. Companies in the domestic small franchise sector, which are in the early stages in terms of knowledge management, need to improve their KMS to manage their franchisees effectively. From this perspective, this study uses a qualitative approach to explore the actual process of knowledge management implementation. This article presents a case study of PB (Paris Baguette) company, which is the first to build a KMS in the franchise industry. The study was able to confirm the following facts through the analysis of target companies. First, the chief executive's support is a critical success factor and this support can increase the participation of organization members. Second, it is important to build a process and culture that actively creates and leverages information in knowledge management activities. The organizational learning culture should be one where the creation, learning, and sharing of new knowledge is developed continuously. Third, a horizontal network organization is needed in order to make relationships within the organization more close-knit. Fourth, in order to connect the diverse processes such as knowledge acquisition, storage, and utilization of knowledge management activities, information technology (IT) capabilities are essential. Indeed, IT can be a powerful tool for improving the quality of work and maximizing the spread and use of knowledge. However, during the construction of an intranet based KMS, research is required to ensure that the most efficient system is implemented. Finally, proper evaluation and compensation are important success factors. In order to develop knowledge workers, an appropriate program of promotion and compensation should be established. Also, building members' confidence in the benefits of knowledge management should be an ongoing activity. The company developed its original KMS to achieve a flexible and proactive organization, and a new KMS to improve organizational and personal capabilities. The PB case shows that there are differences between participants perceptions and actual performance in managing knowledge; that knowledge management is not a matter of formality but a paradigm that assures the sharing of knowledge; and that IT boosts communication skills, thus creating a mutual relationship to enhance the flow of knowledge and information between people. Knowledge management for building organizational capabilities can be successful when considering its focus and ways to increase its acceptance. This study suggests guidelines for major factors that corporate executives of domestic franchises should consider to improve knowledge management and the higher operating activities that can be used.

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Study of major issues and trends facing ports, using big data news: From 1991 to 2020 (뉴스 빅데이터를 활용한 항만이슈 변화연구 : 1991~2020)

  • Yoon, Hee-Young
    • Journal of Korea Port Economic Association
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    • v.37 no.1
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    • pp.159-178
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    • 2021
  • This study analyzed issues and trends related to ports with 86,611 news articles for the 30 years from 1991 to 2020, using BIGKinds, a big data news analysis service. The analysis was based on keyword analysis, word cloud, relationship diagram analysis offered by BIG Kinds. Analysis results of issues and trends on ports for the last 30 years are summarized as follows. First, during Phase 1 (1991-2000), individual ports such as Busan, Incheon, and Gwangyang ports tried to strengthen their own competitiveness. During Phase 2 (2001-2010), efforts were made on gaining more professional and specialized port management abilities by establishing the Busan Port Authority in 2004, the Incheon Port Authority in 2005, and the Ulsan Port Authority in 2007. During Phase 3 (2011-2020), the promotion of future-oriented, eco-friendly, and smart ports was major issues. Efforts to reduce particulate matters and pollutants produced from ports were accelerated, and an attempt to build a smart port driven by port automation and digitalization was also intensified. Lastly, in 2020, when the maritime sector was severely hit by the unexpected shock of the COVID-19 pandemic, a microscopic analysis of trends and issues in 2019 and 2020 was made to look into the impact the pandemic on the maritime industry. It was found that shipping and port industries experienced more drastic changes than ever while trying to prepare for a post-pandemic era as well as promoting future-oriented ports. This study made policy suggestions by analyzing port-related news articles and trends, and it is expected that based on the findings of this research, further studies on enhancing the competitiveness of ports and devising a sustainable development strategy will follow through a comparative analysis of port issues of different countries, thereby making further progress toward academic research on ports.

Composition and Development of Archival Content Service for Teaching-learning Materials (교수·학습자료용 기록정보 콘텐츠 서비스의 구성 및 개발)

  • Shim, Sungbo
    • The Korean Journal of Archival Studies
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    • no.16
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    • pp.201-256
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    • 2007
  • Nowadays Korean main archives and manuscript repositories are planning to develop archival information service for students and teachers in their web sites. This study is aimed at discovering main issues of developing archival information service for students and teachers and finding a solution. The goal of archival information service for students and teachers is the promotion of use through launching service and the gradual growth of archival management program. The customer group is segmented into the students and teachers who are learning and teaching Korean history in classroom. As a result of analyzing curriculum and educational environment, the archival information must be developed into teaching-learning materials. And the processing archival information into archival content is needed. Consequently the character of archival information service for students and teachers is conceptualized as archival content service for teaching-learning materials. At every step of developing archival content service for teaching-learning materials, the next main points are considered and achieved. First, the strategy of customer-focused service must be the same from beginning to end. Second, the growth of traditional archival management(e.g. classification, description and finding aids) must be contributed. Third, the collaboration system leading by professional education staff must be organized. Fourth, the archival information must be related with teaching-learning activities. Fifth, the quality of content is more important than the quantity of it. Sixth, the networking with another agencies for cooperation must be considered.

Prediction of a hit drama with a pattern analysis on early viewing ratings (초기 시청시간 패턴 분석을 통한 대흥행 드라마 예측)

  • Nam, Kihwan;Seong, Nohyoon
    • Journal of Intelligence and Information Systems
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    • v.24 no.4
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    • pp.33-49
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    • 2018
  • The impact of TV Drama success on TV Rating and the channel promotion effectiveness is very high. The cultural and business impact has been also demonstrated through the Korean Wave. Therefore, the early prediction of the blockbuster success of TV Drama is very important from the strategic perspective of the media industry. Previous studies have tried to predict the audience ratings and success of drama based on various methods. However, most of the studies have made simple predictions using intuitive methods such as the main actor and time zone. These studies have limitations in predicting. In this study, we propose a model for predicting the popularity of drama by analyzing the customer's viewing pattern based on various theories. This is not only a theoretical contribution but also has a contribution from the practical point of view that can be used in actual broadcasting companies. In this study, we collected data of 280 TV mini-series dramas, broadcasted over the terrestrial channels for 10 years from 2003 to 2012. From the data, we selected the most highly ranked and the least highly ranked 45 TV drama and analyzed the viewing patterns of them by 11-step. The various assumptions and conditions for modeling are based on existing studies, or by the opinions of actual broadcasters and by data mining techniques. Then, we developed a prediction model by measuring the viewing-time distance (difference) using Euclidean and Correlation method, which is termed in our study similarity (the sum of distance). Through the similarity measure, we predicted the success of dramas from the viewer's initial viewing-time pattern distribution using 1~5 episodes. In order to confirm that the model is shaken according to the measurement method, various distance measurement methods were applied and the model was checked for its dryness. And when the model was established, we could make a more predictive model using a grid search. Furthermore, we classified the viewers who had watched TV drama more than 70% of the total airtime as the "passionate viewer" when a new drama is broadcasted. Then we compared the drama's passionate viewer percentage the most highly ranked and the least highly ranked dramas. So that we can determine the possibility of blockbuster TV mini-series. We find that the initial viewing-time pattern is the key factor for the prediction of blockbuster dramas. From our model, block-buster dramas were correctly classified with the 75.47% accuracy with the initial viewing-time pattern analysis. This paper shows high prediction rate while suggesting audience rating method different from existing ones. Currently, broadcasters rely heavily on some famous actors called so-called star systems, so they are in more severe competition than ever due to rising production costs of broadcasting programs, long-term recession, aggressive investment in comprehensive programming channels and large corporations. Everyone is in a financially difficult situation. The basic revenue model of these broadcasters is advertising, and the execution of advertising is based on audience rating as a basic index. In the drama, there is uncertainty in the drama market that it is difficult to forecast the demand due to the nature of the commodity, while the drama market has a high financial contribution in the success of various contents of the broadcasting company. Therefore, to minimize the risk of failure. Thus, by analyzing the distribution of the first-time viewing time, it can be a practical help to establish a response strategy (organization/ marketing/story change, etc.) of the related company. Also, in this paper, we found that the behavior of the audience is crucial to the success of the program. In this paper, we define TV viewing as a measure of how enthusiastically watching TV is watched. We can predict the success of the program successfully by calculating the loyalty of the customer with the hot blood. This way of calculating loyalty can also be used to calculate loyalty to various platforms. It can also be used for marketing programs such as highlights, script previews, making movies, characters, games, and other marketing projects.