Journal of the Korean Society of Food Science and Nutrition
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v.41
no.6
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pp.853-860
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2012
This study investigated the preference and recognition of cooked rice mixed with multigrains. The data for the analysis was collected from 464 people who were residing in Seoul, Gyeongsang and Jeolla area, and analyzed by the SPSS 18.0 program. The result showed that 77.8% of the respondents liked cooked rice mixed with multigrain, showing significant difference by age (p<0.001) and occupation (p<0.01). Of the respondents, 33.8% consumed cooked rice mixed with multigrains at least once a day, showing significant difference by gender (p<0.01), age (p<0.001) and occupation (p<0.001). The most popular type of grains to mix with rice were, in order, black rice (3.8)> brown rice (3.7)> barley (3.7)> proso millet (3.4)> foxtail millet (3.4)> SoRiTae (3.3)> sorghum (3.2)> adlay (3.2)> mung bean (3.1)> buckwheat (3.0)> BacTae (2.8). A total of 32.5% of the respondents answered that 21~30% was proper mixing ratio of multigrains-added cooked rice, showing age (p<0.001), occupation (p<0.001) and resident area (p<0.05). Three or four kinds of grains were preferred to mix cooked rice, showing significant difference by age and occupation (p<0.001). Of the respondents, 43.1% chose price reduction as the most desired improvement of multigrains in the market. Most of the subjects had affirmative view intake of cooked rice mixed with multigrains, but recognized that multigrains were expensive. From these results, this study will provide basic information for the increased availability of multigrains and optimization of the multigrain ratio mix.
Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.
The advent of the Internet and related Web technologies has created an easily accessible link between a firm and its customers, and has provided opportunities to a firm to use information technology to support supplementary after-sale services associated with a product or service. It has been widely recognized that supplementary services are an important source of customer value and of competitive advantage as the characteristics of the product itself. Many of these supplementary services are information-based and need not be co-located with the product, so more and more companies are delivering these services electronically. Net-based customer service, which is defined as an Internet-based computerized information system that delivers services to a customer, therefore, is the core infrastructure for supplementary service provision. The importance of net-based customer service in delivering supplementary after-sale services associated with product has been well documented. The strategic advantages of well-implemented net-based customer service are enhanced customer loyalty and higher lock-in of customers, and a resulting reduction in competition and the consequent increase in profits. However, not all customers utilize such net-based customer service. The digital divide is the phenomenon in our society that captures the observation that not all customers have equal access to computers. Socioeconomic factors such as race, gender, and education level are strongly related to Internet accessibility and ability to use. This is due to the differences in the ability to bear the cost of a computer, and the differences in self-efficacy in the use of a technology, among other reasons. This concept, applied to e-commerce, has been called the "e-commerce divide." High Internet penetration is not eradicating the digital divide and e-commerce divide as one would hope. Besides, to accommodate personalized support, a customer must often provide personal information to the firm. This personal information includes not only name and address, but also preferences information and perhaps valuation information. However, many recent studies show that consumers may not be willing to share information about themselves due to concerns about privacy online. Due to the e-commerce divide, and due to privacy and security concerns of the customer for sharing personal information with firms, limited numbers of customers adopt net-based customer service. The limited level of customer adoption of net-based customer service affects the firm profits and the customers' welfare. We use a game-theoretic model in which we model the net-based customer service system as a mechanism to enhance customers' loyalty. We model a market entry scenario where a firm (the incumbent) uses the net-based customer service system in inducing loyalty in its customer base. The firm sells one product through the traditional retailing channels and at a price set for these channels. Another firm (the entrant) enters the market, and having observed the price of the incumbent firm (and after deducing the loyalty levels in the customer base), chooses its price. The profits of the firms and the surplus of the two customers segments (the segment that utilizes net-based customer service and the segment that does not) are analyzed in the Stackelberg leader-follower model of competition between the firms. We find that an increase in adoption of net-based customer service by the customer base is not always desirable for firms. With low effectiveness in enhancing customer loyalty, firms prefer a high level of customer adoption of net-based customer service, because an increase in adoption rate decreases competition and increases profits. A firm in an industry where net-based customer service is highly effective loyalty mechanism, on the other hand, prefers a low level of adoption by customers.
E-mail has indeed developed from 'a means of instant communication' to an indispensable part of online marketing. Therefore, companies need to implement consistent customer management. Communication with customers and marketing through e-mail is a powerful way of communication and adapting one-to-one marketing strategies to customer trends, habits and taste preferences. Since setting accurate targets is especially important in the fashion industry, e-mail marketing is the most effective way to communicate with customers and one-to-one marketing constitutes a very important strategy. In this study, I will analyze this powerful one-on-one marketing tool, particularly actual e-mail messages sent by an Internet Shopping Mall from June 12 to July 30, 2005, examine the effect of these messages on sales growth and analyze actual feedback received. Regarding e-mail read rates broken down by age and gender, 1 found that females in their late twenties recorded the highest rate at 21.66% and their contribution to sales growth was recorded at 3.5% From actual sales records, found that 28.10% of total sales were attributable to people in their late twenties, showing that the age group that reads e-mails the most also buys the most. Regarding feedback by e-mail title, e-mails from the 'Casual' category seemed to be the most effective, in that most of these e-mails were read. Also, messages sent on Tuesdays were read the most, according to the feedback analysis by weekday. Section e-mails were read more often than regular e-mails. Regarding the view rate according to the time e-mails were sent, messages sent to females in their late twenties at two o'clock in the afternoon were read by 20.93% of recipients, recording the highest read rate. By offering informative content and practical tips, visitors will be attracted to the site and generate site traffic. Therefore, we can conclude that sending e-mail messages can greatly contribute to sales growth and e-mail marketing is very effective. Also, in order to make e-mail campaigns more effective and improve marketing results, we need to analyze actual results and apply our findings in future e-mail campaigns. With this, we get successful marketing results.
Journal of the Korean Institute of Landscape Architecture
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v.47
no.5
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pp.1-13
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2019
This study is to derive a design alternative to the FECC (Forest Experience Center for Children) that meets the preschooler's preferences. For this purpose, preschooler participation is included in each phase of the FECC, the site perception phase, the deriving design elements phase, and the deriving design alternative phase. In this study, the process of the deriving design alternative phase was carried out with kindergarteners and preschoolers (6, 7 years olds; all 41 students) at Songsan-mulbit FECC in Gwangsan-gu, Gwangju. In order to derive the design alternatives, three detailed design processes (preschooler participation 2 times, researcher analysis 1 time), tool construction, and a preschooler participation workshop were conducted. The results of this study are as follows. First, as a result of the preschooler's design process, 41 designs were drawn, and an average of 7.66 spaces were drawn by each preschooler. The 6-year-old males designed the least (average 6.80 spaces) and the 7-year-old females designed the most (9.0 spaces). The physical and adventure play spaces were most common (38.9% to 48.7%) regardless of gender or age. To analyze the feasibility of the preschooler's design using a base map, the appearance of the physical environmental characteristics (7 items) in the site were analyzed in each of the 41 designs. As a result, the environmental characteristics were apparent a total 72 times overall. Similar environmental characteristics appearing more than once were apparent in 87.8% (26 designs) of designs. Second, three design alternatives were derived: APS- types (intensive planning of active play facility spaces) was presented in 15 designs, NS-types (planning focused on nature spaces) was presented in 14 designs, and SPS-types (planning focused on static play facility spaces) were presented 12 designs. Third, NS-type, which were finally selected through a preference assessment (5-point scale) and a comparative assessment of the three alternatives, has mainly natural spaces (forest space, forest path, shelter, natural exploration space, and ecological pond) and active play facility spaces, water play space and soil (sand) play spaces was appropriately designed. Therefore, the NS-type was analyzed as the design alternative that can fully accomplish all types of cognitive development through developed through play (functional play, constructive play, dramatic(symbolic) play).
Journal of Practical Agriculture & Fisheries Research
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v.21
no.1
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pp.99-114
/
2019
In this study we examined the preferences of eight college living factors for students at Korea National College of Agriculture and Fisheries(KNCAF). Analytical techniques of unstructured data used opinion mining and text mining techniques, and the analysis results of text mining were visualized as word cloud. The college life factors included eight topics that were closely related to students: 'my present', 'my 10 years later', 'friendship', 'college festival', 'student restaurant', 'college dormitory', 'KNCAF', and 'long-term field practice'. In the text submitted by the students, we have established a dictionary of positive words and negative words to evaluate the preference by classifying the emotions of positive and negative. As a result, KNCAF students showed more than 85% positive emotions about the theme of 'student restaurant' and 'friendship'. But students' positive feelings about 'long-term field practice' and 'college dormitory' showed the lowest satisfaction rate of not exceeding 60%. The rest of the topics showed satisfaction of 69.3~74.2%. The gender differences showed that the positive emotions of male students were high in the topics of 'my present', 'my 10 years later', 'friendship', 'college dormitory' and 'long-term field practice'. And those of female were high in 'college festival', 'student restaurant' and 'KNCAF'. In addition, using text mining technique, the main words of positive and negative words were extracted, and word cloud was created to visualize the results.
Haram Eom;Kyounghee Kim;Seonghwan Cho;Junghoon Moon
Journal of Nutrition and Health
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v.57
no.1
/
pp.153-169
/
2024
Purpose: The main goal of this study was to identify the impact of coronavirus disease 2019 (COVID-19) on grocery purchases (i.e., fresh and processed foods by grain, vegetable, fruit, seafood, and meat categories) in Korea. To understand the specific impact of COVID-19, the study period was divided into 3 segments: PRE-COVID-19, INTER-COVID-19, and POST-COVID-19. Methods: We used the microdata of household income and expenditure from Statistics Korea (KOSTAT), representing households across the country. The data comprised monthly grocery expenditure data from January 2019 to September 2022. First, we compared the PRE-COVID-19 period to INTER-COVID-19 and then INTER-COVID-19 to POST-COVID-19 and used multiple regression analysis. The covariates used were the gender and age of the head of the household, the household's monthly income, the number of family members, the price index, and the month (dummy variable). Results: The expenditures on all grocery categories except fresh fruit increased from PRE-COVID-19 to INTER-COVID-19. From INTER-COVID-19 to POST-COVID-19, almost all grocery category spending declined, with processed meat being the only exception. Most purchases of protein sources, increased during INTER-COVID-19 compared to PRE-COVID-19, while ham/sausage/bacon for meat protein, fish cakes and canned seafood for seafood protein, and soy milk for plant-based protein did not decrease during POST-COVID-19 compared to INTER-COVID-19. Conclusion: These results show an overall increase in in-home grocery expenditure during COVID-19 due to an increase in eating at home, followed by a decrease in this expenditure in the POST-COVID-19 period. Among the trends, the protein and highly processed convenience food categories did not see a decline in spending during the POST-COVID-19 period, which is a reflection of the preferences of consumers in the post-COVID-19 period.
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