The university e-learning classes give a major focused on practical training in the art and design field are opened such as theory classes. The cyber universities that fully gives on-line classes even open as theory classes. They speak about difficulty and limitation of operating cyber class with practice. So, many of them organize off-line special lecture at the classroom in weekend. In the reason of studying that has the constraints of time and space, the student wastage rates in cyber universities are going higher. This research focused on giving an efficient e-learning practice environment in college e-learning courses, and operated scholastic achievement test between the augmented reality(AR) based practice education and the existing classroom based practice education. The subjects of study were totally 84 people who are the freshmen of the design department in the two-year diploma course college. They were divided 3 groups which one was treated AR based practice e-learning and two others groups were existing classroom based practice. Each of the group took the same treated lecture during 7 weeks. The first of the outcome was the AR based practice e-learning was more effective than existing classroom based practice on the side of scholastic achievement. The second, the AR based practice e-learning aroused increasing in the interest in class on the side of attribute factors. The third, the AR based practice e-learning group made higher level of studying immersion than others. In consideration of this experiment was processed in the regular college academic course, the finding by this research shows AR based major practice e-learning is an alternative lecturing strategy what can be supplemented existing classroom based academic teaching methods.
Kim, Kyung-Phil;Lim, Seung-Ju;Han, Jung-Hoon;Choi, Jong-Woo;Kim, Sang-Hyo
Journal of Distribution Science
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v.14
no.8
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pp.139-151
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2016
Purpose - In Chinese rose market, Korea competes against Latin American and African countries, but is not so competitive in terms of price and quality, implying the importance of using appropriate marketing strategies. This study aims to examine Chinese rose consumers' recognition and attributes of preference for roses produced in Korea, in order to use the result as baseline data for Korean rose exporters to China and provide implications that help establish a variety of marketing strategies targeting each region, income and age group. Research Design, Data and Methodology - 112 Chinese people were involved and interviewed in Chinese horticulture industry who had participated in 2016 Hortiflorexpo IPM Beijing. Online questionnaire survey was additionally conducted with 533 Chinese living in Korea and China. The Conjoint Analysis was conducted for region, age, and income group of respondents to estimate the relative importance of rose attributes evaluated by each population group and the utility derived from each attribute level. This process aimed to compare respective population groups for the relative importance and utility to derive implications for targeted marketing strategies. Results - The analysis finds that Chinese rose consumers prioritize rose color, followed by price, flowering stage, and flower size in purchasing roses. They prefer red roses most, followed by pink and then yellow. Moreover, they prefer larger roses, and relatively cheaper roses. The analysis reveals they prefer roses in their 20%-flowering stage to more than 40%-flowering stage. Conclusions - Establishing marketing strategies differentiated for each Chinese consumer group is critical in expanding Korean rose export. The analysis finds while Chinese consumers living in Beijing considered rose color and flowering stage more importantly than their counterparts in Shanghai, Chinese consumers living in Shanghai considered rose price and size more importantly than their counterparts living in Beijing. Therefore, establishing marketing strategies based on these attributes of preference in each region is necessary. Mid & low-income consumer groups considered price as the most important factor, and high-income consumer groups considered rose color as the most important one. It is, thus, important to focus on rose color when establishing a marketing strategy with targeting the high-income consumer group.
This study was conducted to derive a positioning map using multidimensional scaling method to understand how the brand image of national foods including Korean food, Chinese food, Japanese food, Thai food, and Vietnamese food is perceived by domestic and foreign tourists. In order to achieve the research purpose, this study collected 250 data through online and offline surveys for potential food tourists who are interested in visiting overseas. Except the unfaithful responses or missing values, 202 data were analyzed. As a result, first, 8 factors which are considered to be important by food tourists were extracted. Second, the result of similarity analysis using ALSCAL and PROXSCAL did not show that the foods of the five countries were very similar, but all countries seemed to be more likely to compete with each other. Third, attribute selection also indicates that mean value of food taste (3.88), national image (3.82), and sufficient food quantity (3.65) had high level of importance, respectively. These results may provide practical implications for development of branding strategy in food tourism.
The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.
Seo, Kyung-Hwa;An, Hye-Lyung;Lee, Kwang-Suck;Lee, Soo-Bum
Culinary science and hospitality research
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v.17
no.4
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pp.104-120
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2011
This study is to make an empirical analysis of star marketing used as die means of sales promotion for Christmas cakes regardless of high advertising cos1s, by understanding the influence of attributes of celebrity advertising models for advertisements of bakery companies over die Christmas season on advertising attitude, corporation reputation and reliability which are recognized by consumers. The verification results were judged as important core elements for successful management in bakery industry. Since bakery brands are losing their differentiations in both functional and physical aspects, the study aimed to offer strategic suggestions to bakery industry. The result of study modelling were GFI=0.911, AGFI=0.887, NFI=0.935, CFI=0.979, RMR=.126 at the level of $x^2$=313.294(df-=218, p<0.001). First, model credibility and model attractiveness of advertising models bad a positive(+) influence on advertising attitude. Second, advertising attitude bad a positive(+) influence on corporation reputation and reliability. Third, corporate reputation also bad a positive(+) influence on corporate reliability.
VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.
Journal of the Korean Institute of Intelligent Systems
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v.26
no.5
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pp.375-382
/
2016
In this paper, we presents a signatures verification by using the nonlinear quantization histogram of polar coordinate based on multi-dimensional adjacent pixel intensity difference. The multi-dimensional adjacent pixel intensity difference is calculated from an intensity difference between a pair of pixels in a horizontal, vertical, diagonal, and opposite diagonal directions centering around the reference pixel. The polar coordinate is converted from the rectangular coordinate by making a pair of horizontal and vertical difference, and diagonal and opposite diagonal difference, respectively. The nonlinear quantization histogram is also calculated from nonuniformly quantizing the polar coordinate value by using the Lloyd algorithm, which is the recursive method. The polar coordinate histogram of 4-directional intensity difference is applied not only for more considering the corelation between pixels but also for reducing the calculation load by decreasing the number of histogram. The nonlinear quantization is also applied not only to still more reflect an attribute of intensity variations between pixels but also to obtain the low level histogram. The proposed method has been applied to verified 90(3 persons * 30 signatures/person) images of 256*256 pixels based on a matching measures of city-block, Euclidean, ordinal value, and normalized cross-correlation coefficient. The experimental results show that the proposed method has a superior to the linear quantization histogram, and Euclidean distance is also the optimal matching measure.
Park, Yang Mi;Kim, Kyung-Hee;Lee, Sunhee;Jeon, Hye-Mi;Heo, Jun-Young;Ahn, Yong-Woo;Ok, Soo-Min;Jeong, Sung-Hee
Journal of Oral Medicine and Pain
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v.42
no.4
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pp.102-108
/
2017
Purpose: Many metal ions released from dental casting alloys have been reported to influence the intraoral symptoms of oral lichen planus (OLP) and burning mouth syndrome (BMS). The aim of this study was to investigate the relationship between salivary metal ion levels and the prosthetic duration as well as to evaluate the time-dependent morbid effects of metal ions in OLP and BMS patients. Methods: Three study groups consist of the following subjects respectively: 17 OLP patients, 12 BMS patients, and 12 patients without oral symptoms. The salivary concentrations of 13 metal ions (copper, cobalt, zinc, chromium, nickel, aluminum, silver, iron, titanium [Ti], platinum, tin, palladium, and gold) were measured by Laser Ablation Microprobe Inductively coupled Plasma Mass Spectrometry. Results: The Ti ions had statistically significant differences among the groups with a prosthetic duration of less than 5 years. There were no significant differences between all ion levels among the groups wearing dental cast alloys for over 5 years. In the BMS group, the level of Ti ions in patients with prosthetic restorations less than 5 years old were significantly high (p<0.05). Conclusions: In the BMS group, 3-60 months during which salivary Ti levels were higher were matched with the duration of burning symptoms ($15.6{\pm}17.1months$). Furthermore, Ti ions were statistically high in the oral cavity of BMS patients fitted with dental casting alloys for 5 years. These results suggest that Ti ions released from dental implants and oral prostheses could attribute to burning sensation of BMS.
Journal of the Korean Institute of Landscape Architecture
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v.35
no.4
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pp.90-104
/
2007
Landmarks like high-rise building are one of the important elements for the enhancement of city identity and provides the hierarchy of city streets, playing a central and symbolic role in cities. Research on physical attribute of landmarks, such as height, distance, location and shape, which are suitable for a city scale, can help a city create a distinct image and maintain comprehensible structure. To achieve this purpose, it is necessary to understand the spatial and cognitive characteristics of a landmark for the establishment and management of it. The results of this study can be summarized as follows: 1. The level of representativeness of a landmark increases in proportion to the degree of cognitive intensity on it. The relation between representativeness and cognitive intensity can be explained as the log-function as follows: Log(the number of people who respond "It has representativeness")=$-1.2579+1.5908{\times}$(cognitive intensity); 2. There are a few differences based on the attributes of respondents: while gender has no distinct influence, residential period and age show statistically meaningful influence on cognitive intensity of a vertical landmark Cognitive intensity of an individual landmarks especially, differs according to the class of main users. Because of frequent changes in occupation or employment, respondents consider the distance from a residential area more important than the distance from a working area in evaluating cognitive intensity of landmarks; 3. landmark can be classified into two kinds: a district landmark and an urban landmark A district landmark is closely connected with physical attributes of the landmark itself, such as distance, size and height. An urban landmark is mainly related to cognitive attributes such as the image and identity of a city as a whole. As a result, the landmark analysis data in this research provides spatial order and identity in a city. It is difficult to establish and reinforce the image of a city as a single element ike a landmark. However, withy steady follow-up research, this study could be seen as a systematic and logical model to improve urban landscape and image.
Journal of the Korea Academia-Industrial cooperation Society
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v.18
no.12
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pp.32-41
/
2017
This study examined the arrangement attribute of each component based on the relationship among the components using space syntax at the entire complex level when analyzing the outdoor space of an apartment complex in Cheonan and as a preliminary study. The accessibility change in the access space to each space and to the facilities were examined based on a resident walking in the perspective that the outdoor spaces of the apartment complex are one spatial structure connected together. The space was divided into a total of 5 periods and the access space to the facilities and spaces located in outdoor space of the apartment complex were established as the unit space. In this study, a total of 6 analysis items were established: main complex access space, main building access space, shopping mall within complex, control office/center for senior citizens, children's playground, and resident sports facilities. In the analysis, the following conclusion was obtained. First, the accessibility to the main complex access space was high over almost all periods and the main building access space generally showed low accessibility. Second, the shopping mall showed a tendency that the closer the period, the more the accessibility is increased. Third, the control office/center for senior citizens, which can be considered as a common resident space and the children's playground out of the resident sports facilities, showed an exceptional tendency, the integration order was constantly high without a large change by the period and the control office/center for senior citizens showed the tendency for a high integration order, indicating that it is planned mainly in a location with good accessibility.
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