• Title/Summary/Keyword: interest development

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IV ECM Threshold Cointegration Tests and Nonlinear Monetary Policy in Korea (분계점 공적분 검정법을 사용한 한국의 비선형 테일러 통화정책 검증)

  • Enders, Walter;Lee, Junsoo;Strazicich, Mark C.
    • KDI Journal of Economic Policy
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    • v.29 no.2
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    • pp.135-157
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    • 2007
  • The goal of this paper is to examine the validity of nonlinear Taylor rules in Korea. To perform our tests, we utilize new IV ECM threshold cointegration tests that are invariant to nuisance parameters. The new tests have a standard chi-square distribution and the same critical values can be used throughout. This is in contrast to OLS ECM threshold cointegration tests, which depend on nuisance parameters and have nonstandard distributions. After finding significant support for nonlinear cointegration, we find that the Bank of Korea raises the call rate of interest only when inflation is above a threshold rate. We additionally find that the Bank of Korea increases the call rate of interest to possibly counter domestic currency deprecation only when the rate of currency deprecation exceeds a threshold.

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20s-30s Men's Cosmetics Purchase Decision Factors (20-30대 남성의 화장품 구매결정요인)

  • Jeon, Hyang-Ran;Jae, Mie-Kyung
    • Korean Journal of Human Ecology
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    • v.18 no.6
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    • pp.1237-1246
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    • 2009
  • This study was designed to identify and compare the consumption value and interest in appearance with regard to the comparison of men's cosmetics purchase decision factors. We conducted a survey among 259 men who have experienced the re-purchase of men's cosmetics. All data was analyzed with the SPSS Windows 17.0 program in terms of frequency, percentage, means, standard deviations, paired-t test, Cronbach $\alpha$, factor analyses, and multiple regression. In summary, three findings emerged from this study. First, men's cosmetics purchase decision factors included two subfactors: product quality factors (price, quality, skin compatibility, fragrance) and image factors (trend, brand image, consciousness of others, diversion). Second, a paired-t test revealed that the consideration toward the image factors of a first time purchase decision was lower than the re-purchase decision factors. However the consideration toward the product quality factors of a first time purchase decision was not different from the re-purchase decision factors. Third, the product quality factors were positively influenced by distinction factors of appearance and functional value. And social value, emotional value, and curiosity value were found to be effective in the image factors at the first time of purchase and re-purchase. Also, the product quality factors of re-purchase decisions were influenced by the satisfaction of the first time purchase. This study will contribute to provide some information for marketers in understanding men's cosmetics purchase decisions and to offer basic data for marketing strategies and product development.

Development and application of Hangul Converter of Robot Programming Language Based on RCX (RCX 기반 로봇 프로그래밍 언어의 한글 컨버터 개발 및 적용)

  • Kim, Kyeong-Ho;Bae, Young-Kwon;Yoo, In-Hwan
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.461-470
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    • 2007
  • Programming education can improve problem-solving skills and logical thinking required in a knowledge-based society. However, most conventional programming education spent more time to acquisition of command language and coding process rather than improvement of problem-solving skills and logical thinking, for using programming languages based on foreign language and learners have appeared to lost interest easily. To solve these problems in this paper, interest in programming study was enhanced by making it possible to verify the outcome of highly abstract programming process through a robot as a concrete object. In addition, the Hangul converter of robot programming language based on RCX that elementary school students can use easily was designed and developed. Furthermore, the developed tool was used for six months by students in after-school computer class and therefore learners showed a positive response.

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Design and Implementation of WBI Courseware Based on Learning Activities for Studying Angle Subject at Elementary School (학습 활동 중심의 초등학교 수학과 각도학습 웹코스웨어의 설계 및 구현)

  • Park, Ung-Kyu;An, Byung-Hong
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.192-200
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    • 2006
  • With the appearance of the Internet and the development of the World Wide Web, web-based education has made individual and selective learning centered on students in cyberspace available at any time and anywhere. In this paper, we design and implement courseware for a web-based 4th-year elementary school mathematics course. In order to make it as student-centered as possible, the courseware adopted learning activities using various Flash animation and design methodology to enhance students' interest to complete all parts of the course. When we gave our WBI courseware to 4th-year elementary school students to use, their achievement in the subject was greater than a group who studied with the traditional course. The results of the question investigation of the experimental group showed a positive reaction and increased educational achievements in the fields of comprehension, interest, convenience and reflection on self-directed learning.

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Factors Affecting Savings Deposit Decision of Individual Customers: Empirical Evidence from Vietnamese Commercial Banks

  • VUONG, Bui Nhat;TUNG, Dao Duy;GIAO, Ha Nam Khanh;DAT, Ngo Tan;QUAN, Tran Nhu
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.7
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    • pp.293-302
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    • 2020
  • Capital mobilization is a traditional business of commercial banks and is one of the core foundations for the development of a bank. Capital mobilization is the main input in the operation of a bank, and this is also the basis for generating output for credit activities as well as other banking activities. This study aims to determine the main factors that affect the decisions of individual customers to put savings deposit in Vietnamese commercial banks. Survey data collected from 403 individual customers were analyzed to provide evidence. The results from the multiple regression analysis by using SPSS software revealed that all scales in this study were reliable, and there were six components impacting the savings deposit decision of individual customers from the strongest to the weakest in the following order: the form of promotion, bank brand, service quality, interest rate policy, and employee knowledge and attitude. Besides, the finding showed customers who have high income tend to have a stronger decision on savings deposits in commercial banks. The main findings of this article provide some empirical implications for marketers in banks and serve as a suggestion to improve these factors in order to retain and attract individual customers' savings deposit decisions.

Case Study on Using Gamification as an Effective Marketing Strategy (효과적 마케팅 전략으로서 게이미피케이션 활용 사례 연구)

  • Doo, Kyungil
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.395-401
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    • 2020
  • With the popularization of smartphones and the development of digital technologies, new concepts that maximize interactive communication have begun to appear in marketing strategies. One of them is the gamification marketing strategy that combines games with marketing that induces customer interest and voluntary participation. Gamification is a compound word of 'game' and '-fication', and marketing cases using game formats are being implemented in various fields. Therefore, this study will identify the implications of the usage of gamification that has become a trend, and analyze the gamification techniques and factors shown in various cases to suggest the direction of gamification as an effective marketing strategy. Companies are actively using gamification in their marketing strategies in a variety of forms and apply gamification techniques such as challenge, competition, accomplishment, reward, and relationship. As a result of the case analysis, important factors commonly identified in the gamification techniques used in marketing are 'Accomplishment' and 'Rreward'. Using various products and benefits obtained through solving a given mission or task as game elements, it was found to be an effective strategy to induce consumers' interest and participation and to promote consumption by encouraging consumers' immersion.

An Analysis of the Urban Fringe Management Initiative's Operational Process in UK Using the Actor Network Theory - A Case Study of Thames Chase Community Forest Initiative - (행위자연계망이론을 통한 영국 도시교외지역 관리시책의 운영과정 특성 분석 -테임즈 체이스 마을 숲 조성 시책을 사례로-)

  • Kim, Yong-Bum;Park, Jae-Hong;Chun, Sung-Hwan
    • Journal of Korean Society of Rural Planning
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    • v.13 no.1 s.34
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    • pp.97-109
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    • 2007
  • The purpose of this research was to investigate and analyse how Community Forest Initiatives as urban fringe management initiatives made alliances with a variety of interest groups, enrol them in the urban fringe management processes using the Actor Network Theory. The Thames Chase Community Forest Initiative was selected and its area of operation included a $97 km^2$ area of green-belt area in East London. It was a instrument far improving and protecting the unique characteristics of the countryside landscape from urban developments as well as evaluating the impact of forestry inclusion in land use planning in the urban fringe. It was operated through a tiered structure comprising the Thames Chase Joint Committee and the management team. They employed a variety of devices to speak with one voice to bring about an effective operation process and to secure the enrolment of a variety of interest groups in its operational processes. Of note, the initiative's actor network impacted on improvement to and management of the countryside landscape despite not owning any land itself. As a result, when urban fringe management initiatives will be launched in South Korea to achieve a more effective and efficient urban fringe management, local councillors and representatives from public and non-government bodies should be more responsive to local communities' views and needs and work more vigorously on their behalf through lobbying, seeking media support, and so on. Moreover, better understanding and communication between local authorities' officers and management initiatives' teams are essential to avoid duplication of work practice.

Development Of Education Plan Linked With The University For Activation Of Inventive Education In Vocational High-school (실업계 고교에서 창의 교육 활성화를 위한 대학연계 교육 방안 개발)

  • Wee Eun-Ryang;Cho Kyung-Chul;Kim Hyung-Suk;Kim Sun-Hyung
    • Journal of Engineering Education Research
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    • v.4 no.1
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    • pp.79-87
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    • 2001
  • In this paper, we proposed a new education plan of electronics engineering in vocational high-school. And the new proposed education plan is applied to electronic circuit theory education which is known to be a very difficult subject. It is the inventive education using PSPICE and EWB that is assistant to study program. Also, multimedia is used to improve education of electronic engineering in vocational high-school. The effectiveness for the proposed education is investigated by using the questionnaire. After the inventive education, students and teachers are very improved and encouraged in terms of interest, understanding and attitude of study. Specially, students showed strong interest in the education linked with the university curriculum.

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V-Killer: An English Vocabulary Game using Searching and Ranking based on Mobile (V-Killer: 검색과 랭킹을 이용한 모바일 기반의 영어 단어 맞추기 게임)

  • Jung, Eun-Ji;Lee, Hyun-Joo;Kwon, Jin-Hee;Song, Hye-Ju;Park, Young-Ho;Lee, Jong-Woo;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.17-26
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    • 2009
  • Recently, an interest in mobile games is increasing according to the extension of the high speed network infra and the development of mobile devices. Specially, the mobile game for learning can help to reinforce an academic performance and an interest for a brief time anytime anywhere. Thus, we propose new mobile contents named V-Killer which combines learning with a game. V-Killer is a word puzzle game which has functions of ranking and searching. The game can get feedback on your learning or progress and choose the degree of difficulty according to the ability of the user. The game lead to an interaction of user and games as sets questions by user, in addition, it is easy to operate and has a simple construction. In the paper, we implement the proposed game on the mobile and present the game.

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A Study on fusion design development direction of the Flexible display base (플렉서블 디스플레이 기반의 융합형 디자인개발에 관한 연구 -Head-Up Display 가상시나리오 구현을 중심으로-)

  • Kim, Hwoi-Kwang
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.399-405
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    • 2016
  • Head-Up Display, an information-providing display, is a device that provides necessary information through a vehicle window for a driver when driving, with which the driver secures the visibility and acquires information necessary for driving. Head-up displays in early days were mostly installed in imported vehicles but increasingly, being installed in medium and large-sized domestic vehicles, they secures convenience of driving and information acquirement. The information display element of each of currently released brand cars not only has limits in consistency and in displaying interface but also reveals the limitation of a way to apply GUI, being applied to dot reflective form in terms of the technology type. Accordingly, this study draws real time information element described as necessary during driving through case survey and analysis, and aims to provide a user with new GUI guideline through transparent display technology recently developed based on results analyzed with priority of POI(Point of Interest) information.