• Title/Summary/Keyword: Social Interface

Search Result 247, Processing Time 0.024 seconds

A Study on Deducation of Standard API Sharing Data Elements for Policy Study Information Sharing (정책연구정보 공유를 위한 표준 API 공유 데이터 요소 도출에 관한 연구)

  • Park, Yang-Ha
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.32 no.1
    • /
    • pp.391-413
    • /
    • 2021
  • Policy study information is the essential source of information in every step of decision making process to plan, execute and assess the national operation policy. The policy study subject of a national policy research center from study design the performance assessment on its practical effect is managed via thorough process to secure its effectiveness and efficiency. However, the directly exposed information to the practical user or the public who are in need of actual policy study information is the resource published in a form of policy study report, the final result. NKIS operated by the National Research Council for Economics, Humanities and Social Sciences under the Office for Government Policy Coordination, Prime Minister's Secretariat is a public information offering service that conduct integrated management on study reports from cooperative study among institutes along with policy outcome from 27 national policy research centers. This study aims to introduce the current status of operation and information management of NKIS, apprehend the management characteristics of policy study information resources of national policy research center, and deduce remarks that need to be considered for API with external service for the derivation of standardized sharing data element.

Mechanical Properties Evaluation of 3D Printing Recycled Concrete utilizing Wasted Shell Aggregate (패각 잔골재를 활용한 3D 프린팅 자원순환 콘크리트의 역학적 성능 평가)

  • Jeewoo Suh;Ju-Hyeon Park;Tong-Seok Han
    • Journal of the Computational Structural Engineering Institute of Korea
    • /
    • v.37 no.1
    • /
    • pp.33-40
    • /
    • 2024
  • The volume of shells, a prominent form of marine waste, is steadily increasing each year. However, a significant portion of these shells is either discarded or left near coastlines, posing environmental and social concerns. Utilizing shells as a substitute for traditional aggregates presents a potential solution, especially considering the diminishing availability of natural aggregates. This approach could effectively reduce transportation logistics costs, thereby promoting resource recycling. In this study, we explore the feasibility of employing wasted shell aggregates in 3D concrete printing technology for marine structures. Despite the advantages, it is observed that 3D printing concrete with wasted shells as aggregates results in lower strength compared to ordinary concrete, attributed to pores at the interface of shells and cement paste. Microstructure characterization becomes essential for evaluating mechanical properties. We conduct an analysis of the mechanical properties and microstructure of 3D printing concrete specimens incorporating wasted shells. Additionally, a mix design is proposed, taking into account flowability, extrudability, and buildability. To assess mechanical properties, compression and bonding strength specimens are fabricated using a 3D printer, and subsequent strength tests are conducted. Microstructure characteristics are analyzed through scanning electron microscope tests, providing high-resolution images. A histogram-based segmentation method is applied to segment pores, and porosity is compared based on the type of wasted shell. Pore characteristics are quantified using a probability function, establishing a correlation between the mechanical properties and microstructure characteristics of the specimens according to the type of wasted shell.

The Influence of Store Environment on Service Brand Personality and Repurchase Intention (점포의 물리적 환경이 서비스 브랜드 개성과 재구매의도에 미치는 영향)

  • Kim, Hyoung-Gil;Kim, Jung-Hee;Kim, Youn-Jeong
    • Journal of Global Scholars of Marketing Science
    • /
    • v.17 no.4
    • /
    • pp.141-173
    • /
    • 2007
  • The study examines how the environmental factors of store influence service brand personality and repurchase intention in the service environment. The service industry has been experiencing the intensified competition with the industry's continuous growth and the influence from rapid technological advancement. Under the circumstances, it has become ever more important for the brand competitiveness to be distinctively recognized against competition. A brand needs to be distinguished and differentiated from competing companies because they are all engaged in the similar environment of the service industry. The differentiation of brand achievement has become increasingly important to highlight certain brand functions to include emotional, self-expressive, and symbolic functions since the importance of such functions has been further emphasized in promoting consumption activities. That is the recent role of brand personality that has been emphasized in the service industry. In other words, customers now freely and actively express their personalities or egos in consumption activities, taking an important role in construction of a brand asset. Hence, the study suggests that it is necessary to disperse the recognition and acknowledgement that the maintenance of the existing customers contributes more to boost repurchase intention when it is compared to the efforts to create new customers, particularly in the service industry. Meanwhile, the store itself can offer a unique environment that may influence the consumer's purchase decision. Consumers interact with store environments in the process of,virtually, all household purchase they make (Sarel 1981). Thus, store environments may encourage customers to purchase. The roles that store environments play are to provide informational cues to customers about the store and goods and communicate messages to stimulate consumers' emotions. The store environments differentiate the store from competing stores and build a unique service brand personality. However, the existing studies related to brand in the service industry mostly concentrated on the relationship between the quality of service and customer satisfaction, and they are mostly generalized while the connective studies focused on brand personality. Such approaches show limitations and are insufficient to investigate on the relationship between store environment and brand personality in the service industry. Accordingly, the study intends to identify the level of contribution to the establishment of brand personality made by the store's physical environments that influence on the specific brand characteristics depending on the type of service. The study also intends to identify what kind of relationships with brand personality exists with brand personality while being influenced by store environments. In addition, the study intends to make meaningful suggestions to better direct marketing efforts by identifying whether a brand personality makes a positive influence to induce an intention for repurchase. For this study, the service industry is classified into four categories based on to the characteristics of service: experimental-emotional service, emotional -credible service, credible-functional service, and functional-experimental service. The type of business with the most frequent customer contact is determined for each service type and the enterprise with the highest brand value in each service sector based on the report made by the Korea Management Association. They are designated as the representative of each category. The selected representatives are a fast-food store (experimental-emotional service), a cinema house (emotional-credible service), a bank (credible-functional service), and discount store (functional-experimental service). The survey was conducted for the four selected brands to represent each service category among consumers who are experienced users of the designated stores in Seoul Metropolitan City and Gyeonggi province via written questionnaires in order to verify the suggested assumptions in the study. In particular, the survey adopted 15 scales, which represent each characteristic factor, among the 42 unique characteristics developed by Jennifer Aaker(1997) to assess the brand personality of each service brand. SPSS for Windows Release 12.0 and LISREL were used in the analysis of data verification. The methodology of the structural equation model was used for the study and the pivotal findings are as follows. 1) The environmental factors ware classified as design factors, ambient factors, and social factors. Therefore, the validity of measurement scale of Baker et al. (1994) was proved. 2) The service brand personalities were subdivided as sincerity, excitement, competence, sophistication, and ruggedness, which makes the use of the brand personality scales by Jennifer Aaker(1997) appropriate in the service industry as well. 3) One-way ANOVA analysis on the scales of store environment and service brand personality showed that there exist statistically significant differences in each service category. For example, the social factors were highest in discount stores, while the ambient factors and design factors were highest in fast-food stores. The discount stores were highest in the sincerity and excitement, while the highest point for banks was in the competence and ruggedness, and the highest point for fast-food stores was in the sophistication, The consumers will make a different respond to the physical environment of stores and service brand personality that are inherent to the corresponding service interface. Hence, the customers will make a different decision-making when dealing with different service categories. In this aspect, the relationships of variables in the proposed hypothesis appear to work in a different way depending on the exposed service category. 4) The store environment factors influenced on service brand personalities differently by category of service. The factors of store's physical environment are transferred to a brand and were verified to strengthen service brand personalities. In particular, the level of influence on the service brand personality by physical environment differs depending on service category or dimension, which indicates that there is a need to apply a different style of management to a different service category or dimension. It signifies that there needs to be a brand strategy established in order to positively influence the relationship with consumers by utilizing an appropriate brand personality factor depending on different characteristics by service category or dimension. 5) The service brand personalities influenced on the repurchase intention. Especially, the largest influence was made in the sophistication dimension of service brand personality scale; the unique and characteristically appropriate arrangement of physical environment will make customers stay in the service environment for a long time and will lead to give a positive influence on the repurchase intention. 6) The store environment factors influenced on the repurchase intention. Particularly, the largest influence was made on the social factors of store environment. The most intriguing finding is that the service factor among all other environment factors gives the biggest influence to the repurchase intention in most of all service types except fast-food stores. Such result indicates that the customers pay attention to how much the employees try to provide a quality service when they make an evaluation on the service brand. At the same time, it also indicates that the personal factor is directly transmitted to the construction of brand personality. The employees' attitude and behavior are the determinants to establish a service brand personality in the process of enhancing service interface. Hence, there should be a reinforced search for a method to efficiently manage the service staff who has a direct contact with customers in order to make an affirmative improvement of the customers' brand evaluation at the service interface. The findings suggest several managerial implications. 1) Results from the empirical study indicated that store environment factors have a strong positive impact on a service brand personality. To increase customers' repurchase intention of a service brand, the management is required to effectively manage store environment factors and create a friendly brand personality based on the corresponding service environment. 2) Mangers and researchers must understand and recognize that the store environment elements are important marketing tools, and that brand personality influences on consumers' repurchase intention. Based on such result of the study, a service brand could be utilized as an efficient measure to achieve a differentiation by enforcing the elements that are most influential among all other store environments for each service category. Therefore, brand personality established involving various store environments will further reinforce the relationship with customers through the elevated brand identification of which utilization to induce repurchase decision can be used as an entry barrier. 3) The study identified the store environment as a component of service brand personality for the store's effective communication with consumers. For this, all communication channels should be maintained with consistency and an integrated marketing communication should be executed to efficiently approach to a larger number of customers. Mangers and researchers must find strategies for aligning decisions about store environment elements with the retailers' marketing and store personality objectives. All ambient, design, and social factors need to be orchestrated so that consumers can take an appropriate store personality. In this study, the induced results from the previous studies were extended to the service industry so as to identify the customers' decision making process that leads to repurchase intention and a result similar to those of the previous studies. The findings suggested several theoretical and managerial implications. However, the situation that only one service brand served as the subject of analysis for each service category, and the situation that correlations among store environment elements were not identified, as well as the problem of representation in selection of samples should be considered and supplemented in the future when further studies are conducted. In addition, various antecedents and consequences of brand personality must be looked at in the aspect of the service environment for further research.

  • PDF

A MVC Framework for Visualizing Text Data (텍스트 데이터 시각화를 위한 MVC 프레임워크)

  • Choi, Kwang Sun;Jeong, Kyo Sung;Kim, Soo Dong
    • Journal of Intelligence and Information Systems
    • /
    • v.20 no.2
    • /
    • pp.39-58
    • /
    • 2014
  • As the importance of big data and related technologies continues to grow in the industry, it has become highlighted to visualize results of processing and analyzing big data. Visualization of data delivers people effectiveness and clarity for understanding the result of analyzing. By the way, visualization has a role as the GUI (Graphical User Interface) that supports communications between people and analysis systems. Usually to make development and maintenance easier, these GUI parts should be loosely coupled from the parts of processing and analyzing data. And also to implement a loosely coupled architecture, it is necessary to adopt design patterns such as MVC (Model-View-Controller) which is designed for minimizing coupling between UI part and data processing part. On the other hand, big data can be classified as structured data and unstructured data. The visualization of structured data is relatively easy to unstructured data. For all that, as it has been spread out that the people utilize and analyze unstructured data, they usually develop the visualization system only for each project to overcome the limitation traditional visualization system for structured data. Furthermore, for text data which covers a huge part of unstructured data, visualization of data is more difficult. It results from the complexity of technology for analyzing text data as like linguistic analysis, text mining, social network analysis, and so on. And also those technologies are not standardized. This situation makes it more difficult to reuse the visualization system of a project to other projects. We assume that the reason is lack of commonality design of visualization system considering to expanse it to other system. In our research, we suggest a common information model for visualizing text data and propose a comprehensive and reusable framework, TexVizu, for visualizing text data. At first, we survey representative researches in text visualization era. And also we identify common elements for text visualization and common patterns among various cases of its. And then we review and analyze elements and patterns with three different viewpoints as structural viewpoint, interactive viewpoint, and semantic viewpoint. And then we design an integrated model of text data which represent elements for visualization. The structural viewpoint is for identifying structural element from various text documents as like title, author, body, and so on. The interactive viewpoint is for identifying the types of relations and interactions between text documents as like post, comment, reply and so on. The semantic viewpoint is for identifying semantic elements which extracted from analyzing text data linguistically and are represented as tags for classifying types of entity as like people, place or location, time, event and so on. After then we extract and choose common requirements for visualizing text data. The requirements are categorized as four types which are structure information, content information, relation information, trend information. Each type of requirements comprised with required visualization techniques, data and goal (what to know). These requirements are common and key requirement for design a framework which keep that a visualization system are loosely coupled from data processing or analyzing system. Finally we designed a common text visualization framework, TexVizu which is reusable and expansible for various visualization projects by collaborating with various Text Data Loader and Analytical Text Data Visualizer via common interfaces as like ITextDataLoader and IATDProvider. And also TexVisu is comprised with Analytical Text Data Model, Analytical Text Data Storage and Analytical Text Data Controller. In this framework, external components are the specifications of required interfaces for collaborating with this framework. As an experiment, we also adopt this framework into two text visualization systems as like a social opinion mining system and an online news analysis system.

A Study on Facilities Damage Characteristics Caused by Forest Fire in Goseong-Gun (고성산불로 인한 시설물피해특성 연구)

  • Yeom, Chanho;Lee, Si-young;Park, Houngsek;Kwon, Chungeun
    • Journal of the Society of Disaster Information
    • /
    • v.15 no.4
    • /
    • pp.469-478
    • /
    • 2019
  • Purpose: In this studies we examine the facilities damage characteristics caused by forest fire. Therefore, we surveyed damaged facilities from forest fire which was occurred on Goseong-Gun on march 28 in 2019.(damaged areas was 40ha) The types of facilities uses were house, public facility, warehouse and so on. 17 facilities were destroyed. The purpose of this study was to for establishing a disaster safety village in rural areas where damage from a similar type of disaster occurs repeatedly by conducting the consciousness survey targeting at experts and disaster safety officials in a local government. Method: We surveyed meteorological factors(temperature, wind speed, wind direction, humidity) per a minute for analyzing weather condition on Goseong-Gun when forest fire was occurred, spread and extinguished. And we surveyed forest fire risk factors(a slope degree, a slope direction, a geographical feature, a distance between forest and facility, main species, the existence of crown fire ignition, the direction of facility, the main material of building) around 10 damaged facilities. Finally, we analyzed damage pattern of facilities using meteorological factor and forest fire reisk fator Result: The weather condition of Kanseonng AWS (No.517) was high temperature, arid and strong wind, when the forest fire was occurred and spread. An average wind speed was 4.1m/s and the maximum wind speed was 11.6m/s. The main direction of wind was W(225~315°). Damaged facilities were located on the steep slope area and on the mountaintop. The forest density around facilities was high and main species was korean red pine. The crown fire was occurred in the forest around damaged facilities. The average distance was 13.5m from forest to facilities. When the main matarial of building was made by fire resistance materials (for example, rainforced concrete), the damage was slightly. on the other hand, when by flammable material (for example, a Sandwich Panel), the facilities were totally destroyed Conclusion: The results of this research which were the thinning around house, making a safety distance, the improvement of main material of building and etc, will be helpful for establishing a counter measure for a forest fire prevention of facilities in wild land urban interface

Development of Yóukè Mining System with Yóukè's Travel Demand and Insight Based on Web Search Traffic Information (웹검색 트래픽 정보를 활용한 유커 인바운드 여행 수요 예측 모형 및 유커마이닝 시스템 개발)

  • Choi, Youji;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
    • /
    • v.23 no.3
    • /
    • pp.155-175
    • /
    • 2017
  • As social data become into the spotlight, mainstream web search engines provide data indicate how many people searched specific keyword: Web Search Traffic data. Web search traffic information is collection of each crowd that search for specific keyword. In a various area, web search traffic can be used as one of useful variables that represent the attention of common users on specific interests. A lot of studies uses web search traffic data to nowcast or forecast social phenomenon such as epidemic prediction, consumer pattern analysis, product life cycle, financial invest modeling and so on. Also web search traffic data have begun to be applied to predict tourist inbound. Proper demand prediction is needed because tourism is high value-added industry as increasing employment and foreign exchange. Among those tourists, especially Chinese tourists: Youke is continuously growing nowadays, Youke has been largest tourist inbound of Korea tourism for many years and tourism profits per one Youke as well. It is important that research into proper demand prediction approaches of Youke in both public and private sector. Accurate tourism demands prediction is important to efficient decision making in a limited resource. This study suggests improved model that reflects latest issue of society by presented the attention from group of individual. Trip abroad is generally high-involvement activity so that potential tourists likely deep into searching for information about their own trip. Web search traffic data presents tourists' attention in the process of preparation their journey instantaneous and dynamic way. So that this study attempted select key words that potential Chinese tourists likely searched out internet. Baidu-Chinese biggest web search engine that share over 80%- provides users with accessing to web search traffic data. Qualitative interview with potential tourists helps us to understand the information search behavior before a trip and identify the keywords for this study. Selected key words of web search traffic are categorized by how much directly related to "Korean Tourism" in a three levels. Classifying categories helps to find out which keyword can explain Youke inbound demands from close one to far one as distance of category. Web search traffic data of each key words gathered by web crawler developed to crawling web search data onto Baidu Index. Using automatically gathered variable data, linear model is designed by multiple regression analysis for suitable for operational application of decision and policy making because of easiness to explanation about variables' effective relationship. After regression linear models have composed, comparing with model composed traditional variables and model additional input web search traffic data variables to traditional model has conducted by significance and R squared. after comparing performance of models, final model is composed. Final regression model has improved explanation and advantage of real-time immediacy and convenience than traditional model. Furthermore, this study demonstrates system intuitively visualized to general use -Youke Mining solution has several functions of tourist decision making including embed final regression model. Youke Mining solution has algorithm based on data science and well-designed simple interface. In the end this research suggests three significant meanings on theoretical, practical and political aspects. Theoretically, Youke Mining system and the model in this research are the first step on the Youke inbound prediction using interactive and instant variable: web search traffic information represents tourists' attention while prepare their trip. Baidu web search traffic data has more than 80% of web search engine market. Practically, Baidu data could represent attention of the potential tourists who prepare their own tour as real-time. Finally, in political way, designed Chinese tourist demands prediction model based on web search traffic can be used to tourism decision making for efficient managing of resource and optimizing opportunity for successful policy.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
    • /
    • v.18 no.4
    • /
    • pp.157-194
    • /
    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

  • PDF