• Title/Summary/Keyword: Spending

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A Study on Determinants of Expenditure in Leisure Culture Consumption Market (레저문화 소비시장의 지출결정요인에 관한 연구)

  • Lee, Seung-gil
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.43-49
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    • 2019
  • The purpose of this study is to estimate the expenditure determinants of the leisure goods consumption market. In order to achieve the research purpose, 6597 samples of household trend survey data were used. Tobit model was applied to estimate expenditure determinants. As a result of analysis, expenditure determinants for sporting goods were influenced by marital status, education level, age, number of households, housing ownership and income level. The variables influencing spending on leisure items such as mountain climbing, fishing and hunting items were influenced by gender, marital status, education level, age, number of households, housing ownership and income level. The analysis results can be used as policy data for the establishment of leisure culture. The National Statistical Office's household trend survey is a yearly survey through a nationwide survey, but despite the fact that it is reliable data, it is not possible to apply various variables such as psychological characteristics to estimate consumer expenditure determinants more concretely. Has a limit of.

Fashion Consumption Culture in the Post-COVID-19 Era Identified through Big Data Analysis -Focusing on Articles in the Chinese Fashion Network LADYMAX.cn- (포스트 코로나19 시대의 패션 소비문화에 대한 빅데이터 분석 -중국 패션 네트워크인 LADYMAX.cn의 기사를 중심으로-)

  • Bin, Sen;Yum, Haejung;Shim, Soo In
    • Journal of Fashion Business
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    • v.25 no.2
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    • pp.80-97
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    • 2021
  • In this study, the changes in fashion consumption culture in the post-COVID-19 era were examined through big data analysis. Considering that the Chinese market plays a pivotal role in the global fashion industry, big data was collected in the most famous and professional fashion network in China, LADYMAX.cn. As a result of text mining and social network analysis, three major changes were identified as the emerging fashion consumption culture in the post-COVID-19 era. First, as a trend in new media consumption, COVID-19 disease and the development of digital technology tended to encourage consumers to put more importance on the relationship between bloggers and fans than previously. Second, as a trend in reward consumption, consumers tended to be rewarded for their hard work to relieve and comfort their high stress caused by spending a long time worrying about the prolonged COVID-19 situation. Third, as a trend in home-economy consumption, consumers tended to prefer homewear and sportswear more because they were spending longer times at home as the social distancing period was prolonged.

The determinants of Emergency Care Utilization and Equity of Access to Care in Elderly Koreans (노인들의 응급의료이용 결정요인과 형평성)

  • Lee, Sukmin;Park, Ju Moon
    • Journal of Urban Science
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    • v.8 no.1
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    • pp.51-58
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    • 2019
  • This study examines the determinants of emergency care utilization and equity of access to care in elderly Koreans. Based on the data from the 2014 Korea Health Panel Survey, descriptive and logistic regression analysis was performed. The sample for this study was 1,313 individuals who participated in interviews. Predisposing factors such as age, sex, and education were significant determinants of emergency care utilization. Differences in need do not fully account for the original differences observed between subgroups of older Koreans. Health status was important determinant of older Koreans using emergency care services. Spending medical expense did not ameliorate the subgroup differences in the use of emergency care services. Nonetheless, spending medical expense remains a particularly important predictor of emergency care utilization. Health care reforms in Korea should continue to concentrate on insuring effective universal emergency care, implying that all older Koreans with need receive effective coverage. Future study is also needed to understand the access barriers that may exist for the selected demographic subgroups, i.e., those over 75, women, less educated persons, and those with higher medical expense.

Effect of Banggibongnyeongtang on LPS-induced Depression in rats (방기복령탕(防己茯苓湯)이 흰쥐에서 LPS로 유도된 우울증에 미치는 효과)

  • Park, Sung jun;Lee, Tae Hee
    • Herbal Formula Science
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    • v.27 no.2
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    • pp.137-149
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    • 2019
  • Objective : This study is conducted in order to investigate the effect of Banggibongnyeongtang(BBT) on Lipopolysaccharide (LPS)-induced depression. Method : LPS $5{\mu}g$ was injected to lateral ventricle. Experimental groups were administered BBT intraperitoneally. Depressive behavior was confirmed by weight change, sucrose preference, open field test(OFT), and forced swimming test(FST). The plasma concentration of $IL-1{\beta}$ and $TNF-{\alpha}$, Corticotropin-Releasing Factor(CRF), Adrenocorticotropin Hormone(ACTH) and Corticosterone(CORT) were measured by ELISA. Result : BBT did not change the body weight significantly than LPS group, but on sucrose preference, BBT increased significantly in LPS+BBT400 group compared to LPS group (P<0.05). In the OFT, BBT increased spending time in the central zone and decreased grooming number. LPS+BBT400 group increased central zone-spending time, and decreased grooming number than LPS group significantly (P<0.05). In the FST, LPS+BBT400 group decreased immobility time than LPS group significantly (P<0.05). BBT decreased $IL-1{\beta}$ concentration does-dependently, but only with significant decrease in LPS+BBT400 group than LPS group in plasma (P<0.05). But BBT did not decrease $TNF-{\alpha}$ concentration significantly in plasma. BBT decreased plasma CRF, ACTH, and CORT. And CRH and CORT of LPS+BBT400 group were shown significant decrease comparing with LPS group (P<0.05). Conclusion : It is postulated that the anti-depressant effect of BBT can be validated through inhibition of HPA axis abnormal activity by the anti-inflammatory effect.

A New Offline Check System with Spendable Refunds (남은 금액을 재사용할 수 있는 오프라인 전자수표시스템)

  • 김상진;오희국
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.11 no.6
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    • pp.27-40
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    • 2001
  • In an offline system, the bank does not participate in payments. As a result, it is difficult to make the refund spendable. Due to this, current offline systems do not provide spendable refunds. In these systems, a check consists of two parts: a spendable part and a refund part. A client uses the spendable part during the payment phase, and uses the refund part to get the refund for the remainder of the check. Therefore, a client cannot reuse the remaining and must always refund it. Moreover, the relationship between the spent amount and the refund amount can be used to guess which check the client used when the client refunds the remaining. To remedy these problems, we propose a new offline system which allow clients to reuse the remaining values of the check. This system provides unlinkability of the payments made by using a single check. It also provides mechanisms to detect and identify clients who perform misconduct such as double spending and over spending. The required overall computational cost to withdraw, spend and refund a check in our system is lower than using several checks in other offline systems.

An Analysis on the Characteristics of High Cost Patients in the Regional Medical Insurance Program (의료보험 고액진료비 환자의 특성연구)

  • 문옥륜;강선희;이은표;좌용권;이현실
    • Health Policy and Management
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    • v.3 no.1
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    • pp.53-83
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    • 1993
  • A small number of high cost patients usually spend a larger proportion of scarce health resources. Korea is no exception. Under the national health insurance, 12% of the insured persons have consumed approximately half of the national health insurance expenditures. Therefore, it is necessary to identify the characteristics of the high cost patient group, if we would like to reduce them. This study has defined high cost patients as those who have spent one and half million won and over per 6 months. The study reveals that high cost users are those who have a longer length of stays(LOS), 40days of LOS in the 6 months, have multiple admissions, 2 to 3 admissions per 6 months and are the elderly patients. They have spent 814.126won per on the average, and commonly suffered from malignant neoplasms, circulatory diseases, fracture, diabetes mellitus, etc. Unlike the case of western developed countries, early readmissions are not the major causes of high cost spending in Korea. Undoubtedly, a lengthy admission is the main cause of large spending. Health policies should vigorously be explored to respond appropriately. There are evidences that hospital beds are often misused. As the Korean health care system is lacking in a mechanism of patient evaluation under the fee-for-service remuneration system, an idea of progressive patient care needs to be tested. The Goverment should set up health policy to diversify the role of long-term care facilities and encourage people to establish them. Further studies are needed to identify factors influencing large medical bills necessary for formulating the health policy on cost containment.

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The Roles of Money's Pride and Surprise Tag on the Use of Money

  • Liu, Cong;Choi, Nak Hwan
    • Asia Marketing Journal
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    • v.17 no.3
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    • pp.1-31
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    • 2015
  • The present research examined the interesting but less attended effects of pride- and surprise-tagged money on consumers' spending decisions. Focusing on the unexpected money received in their daily life, we explored recipient's judgments and responses toward pride-tagged money versus surprise-tagged, and identified differences in types of recipient's consumption and spending behaviors between the pride- tagged money and the surprise-tagged money. Consumers tend to use the money associated with pride (vs. surprise) to reward their invested effort; as a result, they were more likely to buy a personal gift. Moreover, in the context of self-gift, consumers with pride-tagged money have showed a bigger positive difference between the intent to buy individual self-expressive products and the intent to buy social self-expressive products than those with surprise-tagged money. And the receipt of pride-tagged money activates motivation to express one's individual self. Consumers who have received a sum of extra money tend to add the money into the current spendable income account and broaden the array of product category. And consumers with high arousal level of surprise triggered by receiving a sum of unpredictable money because of good luck show a smaller difference between the intent to buy individual self-expressive product and the intent to buy social self-expressive product than those with low level arousal in pride. Therefore, marketers should advertise their products in the respects of individual self-expression when their customers have pride-tagged money, and should advertise their products in the respects of social self-identity when they have surprise-tagged money by winning a large sum of unpredicted money like lottery winning.

Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students (청소년 놀이공간으로서 사이버 세계에서의 자기개념: 초, 중, 고, 대학생을 중심으로)

  • Young-Shin Park;Uichol Kim;Soo Yeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.81-113
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    • 2011
  • This study investigates leisure activity, involvement and self-concept in cyberspace of various age groups of adolescents. A total of 1,388 students (elementary school=337, middle school=326, high school=361, university=364, consisting of 696 male and 692 female) participated in the study. The results are as follows. First, although the vast majority of adolescents (96.9%) had a computer at home, majority of adolescents visited Internet cafe. Second, 70.3% of adolescents visited Internet cafe to play Internet games, followed by engaging in information search, chatting, and participated in cyber community. Third, on average adolescents spent 5.43 hours per week playing Internet games, with more males playing Internet games than female adolescents. As for information search, the weekly average was 2.60 hours, with university students spending more time than the other groups. As for chatting, the weekly average was 1.69 hours, with no significant differences among the groups. The weekly average of Internet use was 9.65 hours, with older groups spending more time. The weekly average use of computer was 10.91 hours, with older groups spending more time and more males using more computer than females. Fourth, as for self-concept in cyberspace, elementary and middle school students reported that they had fun, while high school and university students reported that they were the same as in the regular daily life. In addition, adolescents reported that they spent leisure activity in cyberspace and they become a fictional character in cyberspace. Fifth, when they played Internet games, regardless of age and gender, adolescents reported that they had fun, followed by that they were absorbed, that they became aggressive, and that they were the same as in the regular daily life. Sixth, when they chatted on Internet, regardless of age and gender, adolescents reported that they had fun, followed by that they were not interested, that they were the same as in the regular daily life, and that they do not chat on Internet. Seventh, when they interacted with their friends on Internet, regardless of age and gender, majority of adolescents reported that they had fun, followed by that they conversed, that they were the same as in the regular daily life, and that they felt closer. These results indicate that Korean adolescents view Internet as a place to spend their leisure time and that they enjoyed spending time on Internet.

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A Study for Establishing of Military Topographical DB Forest Layer Using NGIS DB (NGIS DB를 활용한 국방지형DB 산림 레이어의 효율적 구축기법 연구)

  • Kang, Joon-Mook;Lee, Cheol-Hee;Kim, Jeong-Won;Kim, Min-Gyu
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2007.04a
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    • pp.257-260
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    • 2007
  • The government is spending a large amount of budget to establish NGIS due to the importance of geospatial information. This paper deals with the study of schema mapping technique which can efficiently establish military topographic DB forest layer using digital forest map and other existing geospatial DB. In order to accomplish this 1) each schema of these types of DB was analyzed then, 2) mapping table which connects related attributes was created and finally, 3) military topographical DB forest layer of the area of interest was efficiently established. This research was able to display solutions that resolved compatibility issues between existing geospatial DB of these types, established by the schema mapping techniques described in this research.

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The Analysis of Leisure Participation of the Elderly in Chungbuk Province - Focused on the Elderly Living Alone or Living with their Spouse - (충북지역 노인의 여가생활분석 - 노인단독가구를 중심으로-)

  • Cho, Myoung-Hee
    • Korean Journal of Human Ecology
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    • v.7 no.1
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    • pp.53-60
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    • 1998
  • The purposes of this study are to investigate the leisure life, focused on the leisure participation of the elderly living alone or living with their spouse in Chungbuk, and to provide some suggestions from the perspective of the well-being of the elderly. Two hundred fourty four elderly persons were selected, and questionnaire was utilized for collecting data. The results are as follows: The elderly who were living alone or living with their spouse frequently participated in time spending activities and family oriented activities. The structure of leisure participation differed significantly according to the respondent's age, educational level, health status, and monthly average income. The significant independent variables influencing the leisure participation of the elderly were educational level and monthly average income, and further, the most important variable in influencing the elderly leisure participation was the educational level.

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