• Title/Summary/Keyword: Strategic Direction

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Effects of Corporate Social Activities on Purchase Intention and Corporate Image-The Mediating Role of Consumer's Emotion (기업의 사회적 활동이 구매의도와 기업이미지에 미치는 영향 - 소비자 감정을 매개효과로)

  • Lee, Seung-Hee;Do, Jae-Hong;Han, Sang-Baek;Kang, Joon-Mo
    • Journal of Digital Convergence
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    • v.9 no.2
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    • pp.89-100
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    • 2011
  • The purpose of this paper is to see whether a corporate's social activity has any influence on purchase intention and corporate image, and how it affects consumers' feelings with that correlation. This study empirically proves that the influence of purchase intention and corporate image can be different according to the corporate's social activities. The study suggested for a crucial marketing direction on a practical affairs level, along with a need of corporate social activities. Corporate social activities affects to build a positive corporate image, product image and purchase intention. When companies need to improve the corporate's image enhance, corporate social activities will be bring social and economic benefits and to be a very useful activity other than the corporate's communications activities. Therefore, corporate needs to pursue a more systematic and strategic social activities under a perception that a corporate social activities.

A Study on Developing Bussn Port into A Northeast Asian Hub-Port & "the Korea-Japan Strait Economic Zone" (부산항의 Hub-Port화와 "한.일해협 경제권")

  • Park, Chang-Sik;Kim, Cheong-Yeoul
    • Journal of Korea Port Economic Association
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    • v.25 no.1
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    • pp.271-292
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    • 2009
  • Opening and regional economic integration are characteristic of global economic trends that have been made since the 1990s. Accordingly, all economic blocs of the world are largely reorganized into three poles, European Economic Bloc, American Economic Bloc and Northeast Asian Economic Block which are respectively led by EU, the United States and the rapidly emerging economic power, China. Considering this direction of global economy, the current status of Northeast Asia, China's unprecedentedly enormous port development project and Japan's introduction of an epoch-making port policy towards the restoration of its port competitiveness, Korea is urgently need to take its own initiatives and positive actions that can cope with the above situations. The purpose of this study is to propose ways of strategic cooperation for Korea-Japan joint development. For the purpose, this researcher provides the concept and preconditions of hub-port, investigates hub-port development strategies of rival companies in Northeast Asia and discusses the potential of the development of the Korea-Japan Strait Economic Zone which is located between Busan port and Japan's Honshu(Simonoseki port) and Kyushu(Kitakyushu port).

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Analysis of Success Factors for Innovation of Global Leading SMEs (세계선도 중소기업의 혁신 성공요인 분석)

  • Lee, Kee-Eun;Yoon, Byung-Un
    • Journal of Korea Technology Innovation Society
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    • v.15 no.1
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    • pp.76-104
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    • 2012
  • For many small and medium-sized enterprises (SMEs), innovation activities to lead a market with technology development and a globalization strategy tend to be a haphazard process due to a lack of capabilities. Thus, this paper aims to explore success factors of the global leading SMEs in Korea that are not only the first mover through technology innovation but also outstanding in export. The analysis utilizes data from Korean Innovation Survey (KIS) and statistical analyses such as t-test and chi-square are performed to compare global leading SMEs and normal SMEs, concentrating on various factors such as information sources, collaboration and non-technology innovation activities. The results indicate that critical success factors involve information from outside companies (information from conferences and government institutes) and government supports through logistic regression analysis. This research suggests a strategic direction for policy makers to promote innovation and growth in SMEs.

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The Effects of Internal Communication, Techno-stress, and Task-Technology Fit on Intention of Continuous Use of Enterprise Content Management System (사내 커뮤니케이션, 기술 스트레스, 업무기술 적합성이 기업콘텐츠관리시스템 지속적 이용 의도에 미치는 영향)

  • Hwang, Inho
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.133-153
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    • 2021
  • Recently, organizations are making significant technology investments to build a centralized content management system. However, high-quality technology adoption can conversely create techno-stress in the user and cause negative behavior. The purpose of this study is to suggest the negative effects and mitigation directions of enterprise content management system(ECMS) related techno-stress. In order to verify the hypothesis, this study conducted a questionnaire survey on employees of organizations that adopted content management technology and conducted structural equation modeling. As a result of the analysis, ECMS related techno overload and complexity decreased the intention of continuous use of ECMS. But, internal communication activities reduced ECMS related techno stress and task-technology fit moderated the relationship between techno-stress and intention of continuous use of ECMS. The study has implications in terms of suggesting a strategic direction to minimize the negative causes of the use of content management systems.

The Effect of Authentic Leadership on Intention to Use Knowledge Management System through Techno-stress: Analysis of the Mediating Effect of Techno-stress and the Moderating Effect of Feedback (진성 리더십이 기술스트레스를 통해 지식관리시스템 이용의도에 미치는 영향: 기술스트레스의 매개효과 및 피드백의 조절효과 분석)

  • Hwang, In-Ho
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.291-302
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    • 2021
  • This study is to suggest conditions for mitigating techno-stress due to the adoption of the knowledge management system(KMS). Specifically, the study suggests that techno overload and techno complexity are negative factors on the intention to use KMS, and suggests that authentic leadership and feedback mitigate techno-stress. We conducted an online survey in May 2021 of employees in organizations that applied KMS, and obtained 417 samples. We performed the structural equation modeling of AMOS 22.0 for hypothesis testing and analyzed the main effect and the moderating effect. The result is as follows. First, techno overload and techno complexity reduced the intention to use the KMS. Second, authentic leadership increased the intention to use the KMS and mitigated techno overload and techno complexity. Third, feedback moderated the negative relationship between techno-stress and intention to use the KMS. The study has implications from the perspective of suggesting the strategic direction (authentic leadership and feedback) at the organizational level for mitigating techno-stress, which may be a problem when introducing and applying a KMS from the perspective of organization employees.

The Influence on the Information Security Techno-stress on Security Policy Resistance Through Strain: Focusing on the Moderation of Task Technology Fit (정보보안 기술스트레스가 스트레인을 통한 보안정책 저항에 미치는 영향: 업무기술 적합성의 조절 효과 중심)

  • Hwang, In-Ho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.5
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    • pp.931-940
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    • 2021
  • As information security(IS) is recognized as a critical success factor for organizational growth, organizations are increasing their investment in adopting and operating strict IS policies and technologies. However, when strict IS technology is adopted, IS-related techno-stress may occur in the employees who apply IS technology to their tasks. This study proposes the effect of IS-related techno-stress formed in individuals on IS policy resistance through IS strain and proves that task-technology fit mitigates the negative effect of techno-stress. Research models and hypotheses were presented through previous studies, and the secured samples were used, and structural equation modeling was applied to verify hypothesis. As a result of the study, it was confirmed that IS-related techno-stress (overload, complexity) affected IS policy resistance through IS strain (anxiety, fatigue), and that task-technology fit moderated the relationship between techno-stress and strain. This study suggests a strategic direction for improving the level of internal IS from the viewpoint of suggesting ways to mitigate the stress of employees that may occur when IS policies and technologies are adopted.

A Study on the Influencing Factors of Fashion Beauty Magazine Curation Service Usage Intention: Focused on the Extended Technology Acceptance Model (패션뷰티 매거진 큐레이션 서비스 이용의도 영향요인: 확장된 기술수용모델을 중심으로)

  • Lee, JongSook
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.373-381
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    • 2021
  • This study attempted to present a strategic direction that helps in vitalizing the domestic fashion and beauty magazine industry by examining the factors that influence the intention to use the fashion beauty magazine curation service. A survey was conducted on 314 college students in Korea, and the results were derived through a series of analysis processes using the SPSS 21.0 and AMOS 21.0 programs. Technology self-efficacy had a positive effect on perceived ease of use and perceived usefulness, perceived value had a positive effect on perceived usefulness. Technology self-efficacy and perceived value had a positive effect on intention to use, perceived ease of use had a positive effect on perceived usefulness. Perceived ease of use did not have a significant effect on intention to use, but perceived usefulness had a positive effect on intention to use. In order to increase the intention of using the mobile-based fashion beauty magazine curation service for college students, it is necessary to clearly understand the value and usefulness of the curation service.

A Comparative Study on the Interior Design of Korean-Chinese Coffee Shop - Focusing on the Starbucks (한·중 커피전문점의 실내 공간 환경 디자인 비교 연구 - 스타벅스를 중심으로)

  • Zhou, LIng;Cho, joung-hyung
    • Journal of the Korea Convergence Society
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    • v.10 no.1
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    • pp.123-132
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    • 2019
  • As the rapid pace of modern society, people's daily life is becoming tenser and busier. We need a place to relax and to release our pressure. Coffee shops therefor become one of our best choice. With the strengthening of the expansion of the localized Starbucks coffee shop, it becomes extremely urgent for other coffee shops to enhance the space environment design to become outstanding in the coffee shop market. This paper researches and compares the indoor environment design of Starbucks coffee shops in four cities in China, namely Shanghai, Suzhou, Shenzhen and Beijing and four cities in Korea, namely Busan, Seoul, Seoul and Jeju. By comparing the design characteristics and the style of the interior environment of Korea-China coffee shops, we analyze the various elements of space design and summarize the differences in the environmental design of Korea-China Starbucks coffee shops. Moreover, we propose the strategic direction for the future design and the future development of coffee shops. The survey results show that the indoor environment design of Starbucks coffee brand mainly highlights the regional cultural characteristics. Starbucks shops utilize the fashion culture elements based on the local economic and cultural characteristics, aiming at creating a characteristic coffee brand culture and promoting the vigorous development of the coffee market.

Analysis of Perception and Needs of Elementary School teachers on Computer and Information Literacy Education (컴퓨터·정보 소양 교육에 관한 초등학교 교사의 인식 및 요구 분석)

  • Jeon, Seongkyun;Park, Sangwook;Lee, Eunkyoung
    • The Journal of Korean Association of Computer Education
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    • v.22 no.4
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    • pp.11-20
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    • 2019
  • This research aims to investigate elementary school teacher's perception and needs of computer and information literacy education to provide basic materials so that computer and information literacy education converges with related subject and can be done in various educational contexts. In order to achieve the goal for this research, we conducted an online questionnaire survey on the current status of teachers, the perception and status of convergence education for computer and information literacy, and the needs for convergence education for computer and information literacy. As a result of the analysis, when the teacher majored in computer and information education or had experience in software education, the percentage of respondents who said that it is possible to converge for computer and information literacy is high. Also, It was found that the burden of following the class progress according to the curriculum was high. In the school environment, preparation for software tool was found to be insufficient. we suggested the strategic implications in terms of education direction, teacher training, education program, and learning tool based on the analysis results.

Measures for the Job Creation in the Convergence Content Industry : Focused on the VR/AR Game Industry (융합 콘텐츠 산업의 일자리 창출방안:VR/AR 게임 산업을 중심으로)

  • Kim, Ji-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1110-1116
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    • 2019
  • With the rapid development of scientific technologies and the appearance of new industrial areas, the 4th industrial revolution is rapidly progressed while new values are created and realized by the conversion between industries. The researcher wrote the main questions through the preceding research on domestic and overseas major new technology convergence products and services. The researcher planned the in-depth interview, which is one of the qualitative research methodologies, and conducted the Kano method questionnaire that can embody multidimensional and strategic judgment rather than grasp fragmentary preference trends. According to the results, In addition to strengthening the technical capabilities of the VR/AR game industry, policy needs to raise professional manpower have been raised. Practical workforce development through close collaboration between industry and educational institutions, and continuous supply of human resources through retraining of existing game contents personnel. It gave direction to the creation of new jobs in the VR/AR game industry.