• Title/Summary/Keyword: e-Money

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A Phenomenological Study on Growth Experience of Youth with Part-time Jobs (아르바이트 청소년의 성장경험에 관한 현상학적 연구)

  • Koo, Seung-Shin
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.406-419
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    • 2017
  • This study is to explore the essence and meaning of part-time job experience, in particular, to deduce growth experience through part-time jobs. This study is based on time-experience of phenomenological research method developed by the van Manen. For this research, the research data was collected by reviewing high school student part timer in Gyeonggi-do, those who had experience of average of two-year part time work or currently at work, and by undertaking in-depth interviews with seven of them from the March to April of 2017 with the agreements of the participants of this study. Time-experiences, i.e. part-time job experiences of youths, can be arranged as the following subjects. 'the feeling necessity part-time job and seeking it', 'adapting hard life of part-time', growth-experiencing through part-time work..The necessities for part-time job are feeling up consumption needs, aidsing domestic economy, pursuing independence, social and leisure life, self growth and preparing for the future. Adapting of part-time jobs are mastering, enduring, skillfuling work related to work adatation, and enduring ostracizing of old members, stopping and lasting, building bonds related to relationship adaptation. Growth-experiencing through part-time work are formig rational management for money, mental growth, preparing for the future. Based on these findings, the suggestion and limitation of the study were presented.

A Mobile Payment System Based-on an Automatic Random-Number Generation in the Virtual Machine (VM의 자동 변수 생성 방식 기반 모바일 지급결제 시스템)

  • Kang, Kyoung-Suk;Min, Sang-Won;Shim, Sang-Beom
    • Journal of KIISE:Computing Practices and Letters
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    • v.12 no.6
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    • pp.367-378
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    • 2006
  • A mobile phone has became as a payment tool in e-commerce and on-line banking areas. This trend of a payment system using various types of mobile devices is rapidly growing, especially in the Internet transaction and small-money payment. Hence, there will be a need to define its standard for secure and safe payment technology. In this thesis, we consider the service types of the current mobile payments and the authentication method, investigate the disadvantages, problems and their solutions for smart and secure payment. Also, we propose a novel authentication method which is easily adopted without modification and addition of the existed mobile hardware platform. Also, we present a simple implementation as a demonstration version. Based on virtual machine (VM) approach, the proposed model is to use a pseudo-random number which is confirmed by the VM in a user's mobile phone and then is sent to the authentication site. This is more secure and safe rather than use of a random number received by the previous SMS. For this payment operation, a user should register the serial number at the first step after downloading the VM software, by which can prevent the illegal payment use by a mobile copy-phone. Compared with the previous SMS approach, the proposed method can reduce the amount of packet size to 30% as well as the time. Therefore, the VM-based method is superior to the previous approaches in the viewpoint of security, packet size and transaction time.

Analysis for the Correlations between health Problems and Computer Game Needs in the Elderly (노인들의 건강문제와 컴퓨터 게임 요구도의 상관성 분석)

  • Lim, Kyung-Choon;Lee, Yoon-Jung;Ahn, Joon-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.475-486
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    • 2009
  • Regular activity program is needed for managing chronic disease and obesity and preventing falls as a nursing intervention. It seems that serious game will be very important for older people to keep them active with fun to improve their health. This study was conducted to explore the correlations between health problems and computer game needs in the elderly. This was a cross-sectional study. A questionnaire was developed and administered to a convenience sample of adults who are older than 55 years, recruited from several places through trained research assistants and research center that has online pools in Korea. 778 subjects (mean age: $61.4\;{\pm}\;5.6$) were participated in this study. The majority of subjects was male (68.6%). We found that there was higher needs for exercise or serious game in the group of ma1e(55.4%), below undergraduate(66.2%), under two family members(32.5%), over 350,000 won of pocket money/month (40.1%), mild depressive symptom (51.7%), and online responser(68%). Especially, they wanted to overcome physical limitations through games. Higher education, more experiences and skills of using computer/internet was statistically and positively significant to the needs for exercise or serious game. In conclusion, there exists a potential market within this demographic group for the use of serious games. Thus, we need to develop senior games in Korean to improve quality of life and health promotion.

The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community (온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과)

  • Koh, Joon;Shin, Seon-Jin;Kim, Hee-Woong
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.117-144
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    • 2008
  • Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.

Effect of Ozone Concentration on AOP Efficiency of Secondary Effluent from Pig Slurry Purification System (오존 접촉농도가 양돈슬러리 2차 처리수의 고도처리 효율에 미치는 영향)

  • Jeong, K.H.;Jeon, S.K.;Ryu, S.H.;Kim, J.H.;Kwag, J.H.;Ann, H.K.;Jeong, M.S.;Yoo, Y.H.
    • Journal of Animal Environmental Science
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    • v.17 no.3
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    • pp.181-188
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    • 2011
  • With an increasing livestock population, animal manure production has been steadily increasing in Korea. This trend has forced farmers to spend more money for animal manure treatment in their farm. Therefore, research utilizing animal manure as a renewable resources has become increasingly important. The purpose of this study was to develop a stable advanced wastewater treatment system can be applied to conventional animal wastewater treatment processes and evaluate its contribution to reduce effluent discharge volume by recycling as flushing water. AOP (advanced oxidation process) process improved wastewater treatment efficiency in terms of color, suspended solids (SS) and chemical oxygen demand (COD). Due to the addition of Hydrogen peroxide ($H_2O_2$), pathogens, Salmonella and E. coli, reduction was accomplished. To enhance ozone treatment effect, three levels of ozone test on secondary effluent of pig slurry purification system were conducted. At the level of 5 g/hr, 6.7 g/hr and 8.4 g/hr color of secondary effluent of pig slurry purification system were decreased from 2,433 to 2,199, 2,433 to 1,980 and 2,433 to 243, respectively.

Studies on the Bamboo in Korea (한국산의 죽류에 관한 연구)

  • 정현배
    • Journal of Plant Biology
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    • v.2 no.1
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    • pp.14-21
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    • 1959
  • The bamboo, one of staples of South-East Asia, has 1, 250 species in 46 Genus throughout the world South-East Asia, it's main habitat, has 1, 180 species, while South America has about 70 species or so. Major places of it's production in Asia are Korea, southern China, Japan, Malay, Ceylon, Formosa, and Philipine, but of these, Korea, southern China, and Japan are the most famous places for their production of excellant bamboo. In Korea, Kyongsang-Namdo and Cholla-Namdo are known as it's home, occupying 80 per cent of the total area of bamboo production in this country. Kyongsang-Pukdo, Cholla-Pukdo, Chungehong-Namdo, and Kangwon-do are also known as it's minor production. The importance of the bamboo can not be ignored, considering it's role in the industrial development of this country; the bamboo-ware is indispensable for the culture of laver which annually secures a considerable amount of foreign money. But it has long been regreted that the home-made bamboo-ware is far from being able to meet the ever increasing demand in quantity and is forced to be imported annually. In the light of the above mentioned fact, much interested; I undertook the task of investigating the bamboo in this country, Primarily concerned in it's kind and distribution, and could draw the following conclusions as the first phase of my investigation: (1). The amount of the bamboo accumulation in this country, compared with that of pre-worldwar II, is reduced as much as 300, 000 fagots(on fagot amounts to 25 pieces), and now the acreage of the bamboo field is 32, 200$\textrm{km}^2$s. (2). At a mountian peak in Kunoe-myon Wando-kun Cholla-Namdo, I found out a new specis. (Shasamorpha chiisanensis NAKAI Forma wan-Ponia H. P. CHONG) (3). The kinds of the autogenous wild bamboo in this country are as follows; a). 8 kinds in Sinoarundinaria. (5 Spp; 2 For; 1 Var) b). 1 kinds in Pieioplastus. (1 Spp) c). 2 kinds in Pseudosasa. (1 Spp; 1Var.) d) 4 kinds in Sasamorpha. (2 Spp; 1 For.; 1 Var.) e). 4 kinds in Sasa. (4 Spp) In total there are nineteen(19) kinds of autogenous wild bamboo in this country. When adding to this thethirty five (35) species which the japanese has transplanted in Kyongsang-Namdo Forestry Expreimental stations, there are in all fifty four (54) spe ies in this country. (4). As for the distribution of the Northern limitation of the bamboo growing, I found that Sinoarundinaria nigra OHWI var, Henonis HONDA can be cultivated as for as Kosongkun, Kangwon-Do, andSinoarundinaria pubescens HONDA as for as Clung Chong Namdo, and Sinoarundinaria reticulata as far as chung Chong-Pukdo.

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Resource Exchanges Between Mothers and Adolescent Children (청소년 자녀와 어머니의 교환관계 분석)

  • Lee, Su-Ni;Kim, Hyun-Ju;Lee, Yeo-Bong
    • Korea journal of population studies
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    • v.29 no.1
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    • pp.97-131
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    • 2006
  • This study analyses the relationship between mothers and adolescent children in current Korean society from an exchange perspective. Utilizing the 6 types of resources, I. e., service, goods, money, information, status, and affection, suggested by Foa et. al. and the distinction between positive exchange (rewards) and negative exchange (punishments), it explores what resources are exchanged, how the resources exchanged are valued by each party, whether the exchange is symmetrical or asymmetrical, and if gender and age of the child affects the exchange. A survey was conducted to 150 children--from middle school aged to college going, and their cohabiting mothers in the metropolitan Seoul. The overall findings are as follows: Positive exchanges are dominant over negative exchanges. The exchange of positive exchanges occur asymmetrically within each resource type, with the exception of affection which is exchanged in a more equal term. In general, children receive positive resources more often, but mothers value the resources given by their children more highly. Negative resources are exchanged in more symmetrical terms. Negative resources exchanged more frequently tend to have weaker negative valence. Daughters maintain a more intensive exchange relation with their mothers than sons do, and this pattern is especially prominent in the exchanges of information and affection. The age of the child has a weak effect on the exchange.

A Study on Food Shopping User Experience Design of Omni-channel (옴니채널에서 식품쇼핑의 사용자 경험 디자인 연구)

  • Kim, Ji-Hea;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.403-409
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    • 2016
  • This study is a food shopping experience of omni-channel. Food threats and healthy living concerns bring different channels in led to increase reasonable way such as various demand. Omni-channels should be premised on understanding customer behavior as well as empirical user types in which considerations including the value of experience and understanding consumer behavior. Online survey result showed that, (1)offline food shopping, major retail store with quality, buy fresh food directly 2~3 times a month (2)online food shopping, e-commerce site with costs, buy fruits & nuts 2~3 times a month. After in-depth interview with eight high quality participants, I analyzed needs for food shopping experience in regard to the four steps food purchasing journey then derived a persona with integral value 'health' and 'diet'. It is classified into two types. One is the primary persona, family and health oriented, considering household money 'saving', and other is secondary persona, work and personal oriented, looking forward to 'automatic supply'. The result of this study provided an insight that help us explore ways to resolve function and services in the context of a healthy and balanced diet for improving food shopping experience of omni-channel.

The Effect of Decentralized Rainwater Tank System on the Reduction of Peak Runoff - A Case Study at M Village - (빗물저류조의 분산배치에 따른 첨두유출 저감효과 분석 - M 마을 사례 -)

  • Han, Moo-Young;Kum, So-Yoon;Mun, Jung-Soo;Kwak, Dong-Geun
    • Journal of Korea Water Resources Association
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    • v.45 no.1
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    • pp.65-73
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    • 2012
  • Recently climate change and increase of surface runoff caused the urban flooding. Traditional way of dealing with urban flooding has been to increase the sewer capacity or construction of pumping stations, however, it is practically almost impossible because of time, money and traffic problems. Multipurpose DRMS (Decentralized Rainwater Management System) is a new paradigm proposed and recommended by NEMA (National Emergency Management Agency) for both flood control and water conservation. Suwon City has already enacted the ordinance on sound water cycle management by DRMS. In this study, a flood prone area in Suwon is selected and analysis of DRMS has been made using XP-SWMM for different scenarios of RT installation with same total rainwater tank volume and location. Installing one rainwater tank of 3,000$m^3$ can reduce the peak flow rate by 15.5%. Installing six rainwater tanks of 500$m^3$ volume in the area can reduce the peak flow rate by 28%. Three tanks which is concentrated in the middle region can reduce peak rate more than evenly distributed tanks. The method and results found from this study can be used for the design and performance prediction of DRMS at a flood prone area by supplementing the existing sewer system without increase of the sewer capacity.

Comparison of Korean Classification Models' Korean Essay Score Range Prediction Performance (한국어 학습 모델별 한국어 쓰기 답안지 점수 구간 예측 성능 비교)

  • Cho, Heeryon;Im, Hyeonyeol;Yi, Yumi;Cha, Junwoo
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.3
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    • pp.133-140
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    • 2022
  • We investigate the performance of deep learning-based Korean language models on a task of predicting the score range of Korean essays written by foreign students. We construct a data set containing a total of 304 essays, which include essays discussing the criteria for choosing a job ('job'), conditions of a happy life ('happ'), relationship between money and happiness ('econ'), and definition of success ('succ'). These essays were labeled according to four letter grades (A, B, C, and D), and a total of eleven essay score range prediction experiments were conducted (i.e., five for predicting the score range of 'job' essays, five for predicting the score range of 'happiness' essays, and one for predicting the score range of mixed topic essays). Three deep learning-based Korean language models, KoBERT, KcBERT, and KR-BERT, were fine-tuned using various training data. Moreover, two traditional probabilistic machine learning classifiers, naive Bayes and logistic regression, were also evaluated. Experiment results show that deep learning-based Korean language models performed better than the two traditional classifiers, with KR-BERT performing the best with 55.83% overall average prediction accuracy. A close second was KcBERT (55.77%) followed by KoBERT (54.91%). The performances of naive Bayes and logistic regression classifiers were 52.52% and 50.28% respectively. Due to the scarcity of training data and the imbalance in class distribution, the overall prediction performance was not high for all classifiers. Moreover, the classifiers' vocabulary did not explicitly capture the error features that were helpful in correctly grading the Korean essay. By overcoming these two limitations, we expect the score range prediction performance to improve.