• Title/Summary/Keyword: interface design

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A Study on Hybrid Characteristics of Public Space in Contemporary Cities Reinterpreted by the Idea of Liminal Space (역공간(Liminal Space) 개념으로 해석한 현대도시 공공공간의 혼성적 특성에 관한 연구)

  • Zoh, Kyung-Jin;Han, So-Young
    • Journal of the Korean Institute of Landscape Architecture
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    • v.39 no.4
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    • pp.49-59
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    • 2011
  • This study is a reinterpretation of characteristics of public space in contemporary cities with a view to liminal space. The conditions of pubic space now cannot be captured through the existing discourses of publicness, and public space. The basic premise of the study is that the idea of liminal space or liminality is useful to grasp the fluid and hybrid attribute of public space in contemporary cities. Liminal space, originally from anthropological studies, is the intermingled stage between two realms and the sustained period of the ritual. The idea has been widely used for various cultural phenomenon and spatial experiences. A literature review on public space and liminal space was carried out. Cases pertaining to public space with a view to liminal space were examined and discussed in detail. Through the careful reading of several public spaces with an angle toward liminal space, the new perspective toward public space will be drawn out. First, we need to emphasize the fluid spectrum of public space rather than the serial stage such as the public, the semi-public, the semi-private, and the private. Second, the idea will contribute to understanding the flexible state depending upon time. What we can learn from case studies is the volatile characteristics in public space as a common phenomenon support its vitality. This interpretation will contribute to the perception of a new horizon of public space. The nature of public space is unpredictable and free. In reality, the spectrum of public space will expand and fluctuate. Ironically, public space can be vitalized through enhancing and activating the private space. The intimate and complicated interface between the two realms is a key issue. The boundary of public space might be redefined to embrace the flexible the fragile nature of changing public space. These research implications will guide the thoughtful design and management of pubic space.

Automated-Database Tuning System With Knowledge-based Reasoning Engine (지식 기반 추론 엔진을 이용한 자동화된 데이터베이스 튜닝 시스템)

  • Gang, Seung-Seok;Lee, Dong-Joo;Jeong, Ok-Ran;Lee, Sang-Goo
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06a
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    • pp.17-18
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    • 2007
  • 데이터베이스 튜닝은 일반적으로 데이터베이스 어플리케이션을 "좀 더 빠르게" 실행하게 하는 일련의 활동을 뜻한다[1]. 데이터베이스 관리자가 튜닝에 필요한 주먹구구식 룰(Rule of thumb)들을 모두 파악 하고 상황에 맞추어 적용하는 것은 비싼 비용과 오랜 시간을 요구한다. 그렇게 때문에 서로 다른 어플 리케이션들이 맞물려 있는 복잡한 서비스는 필수적으로 자동화된 데이터베이스 성능 관리와 튜닝을 필 요로 한다. 본 논문에서는 이를 해결하기 위하여 지식 도매인(Knowledge Domain)을 기초로 한 자동화 된 데이터베이스 튜닝 원칙(Tuning Principle)을 제시하는 시스템을 제안한다. 각각의 데이터베이스 튜닝 이론들은 지식 도매인의 지식으로 활용되며, 성능에 영향을 미치는 요소들을 개체(Object)와 콘셉트 (Concept)로 구성하고 추론 시스템을 통해 튜닝 원칙을 추론하여 쉽고 빠르게 현재 상황에 맞는 튜닝 방법론을 적용시킬 수 있다. 자동화된 데이터베이스 튜닝에 대해 여러 분야에 걸쳐 학문적인 연구가 이루어지고 있다. 그 예로써 Microsoft의 AutoAdmin Project[2], Oracle의 SQL 튜닝 아키텍처[3], COLT[4], DBA Companion[5], SQUASH[6] 등을 들 수 있다. 이러한 최적화 기법들을 각각의 기능적인 방법론에 따라 다시 분류하면 크게 Design Tuning, Logical Structure Tuning, Sentence Tuning, SQL Tuning, Server Tuning, System/Network Tuning으로 나누어 볼 수 있다. 이 중 SQL Tuning 등은 수치적으로 결정되어 이미 존재하는 정보를 이용하기 때문에 구조화된 모델로 표현하기 쉽고 사용자의 다양한 요구에 의해 변화하는 조건들을 수용하기 쉽기 때문에 이에 중점을 두고 성능 문제를 해결하는 데 초점을 맞추었다. 데이터베이스 시스템의 일련의 처리 과정에 따라 DBMS를 구성하는 개체들과 속성, 그리고 연관 관계들이 모델링된다. 데이터베이스 시스템은 Application / Query / DBMS Level의 3개 레벨에 따라 구조화되며, 본 논문에서는 개체, 속성, 연관 관계 및 데이터베이스 튜닝에 사용되는 Rule of thumb들을 분석하여 튜닝 원칙을 포함한 지식의 형태로 변환하였다. 튜닝 원칙은 데이터베이스 시스템에서 발생하는 문제를 해결할 수 있게 하는 일종의 황금률로써 지식 도매인의 바탕이 되는 사실(Fact)과 룰(Rule) 로써 표현된다. Fact는 모델링된 시스템을 지식 도매인의 하나의 지식 개체로 표현하는 방식이고, Rule 은 Fact에 기반을 두어 튜닝 원칙을 지식의 형태로 표현한 것이다. Rule은 다시 시스템 모델링을 통해 사전에 정의되는 Rule와 튜닝 원칙을 추론하기 위해 사용되는 Rule의 두 가지 타업으로 나뉘며, 대부분의 Rule은 입력되는 값에 따라 다른 솔루션을 취하게 하는 분기의 역할을 수행한다. 사용자는 제한적으로 자동 생성된 Fact와 Rule을 통해 튜닝 원칙을 추론하여 데이터베이스 시스템에 적용할 수 있으며, 요구나 필요에 따라 GUI를 통해 상황에 맞는 Fact와 Rule을 수동으로 추가할 수도 었다. 지식 도매인에서 튜닝 원칙을 추론하기 위해 JAVA 기반의 추론 엔진인 JESS가 사용된다. JESS는 스크립트 언어를 사용하는 전문가 시스템[7]으로 선언적 룰(Declarative Rule)을 이용하여 지식을 표현 하고 추론을 수행하는 추론 엔진의 한 종류이다. JESS의 지식 표현 방식은 튜닝 원칙을 쉽게 표현하고 수용할 수 있는 구조를 가지고 있으며 작은 크기와 빠른 추론 성능을 가지기 때문에 실시간으로 처리 되는 어플리케이션 튜닝에 적합하다. 지식 기반 모률의 가장 큰 역할은 주어진 데이터베이스 시스템의 모델을 통하여 필요한 새로운 지식을 생성하고 저장하는 것이다. 이를 위하여 Fact와 Rule은 지식 표현 의 기본 단위인 트리플(Triple)의 형태로 표현된다, 트리플은 Subject, Property, Object의 3가지 요소로 구성되며, 대부분의 Fact와 Rule들은 트리플의 기본 형태 또는 트리플의 조합으로 이루어진 C Condition과 Action의 두 부분의 결합으로 구성된다. 이와 같이 데이터베이스 시스템 모델의 개체들과 속성, 그리고 연관 관계들을 표현함으로써 지식들이 추론 엔진의 Fact와 Rule로 기능할 수 있다. 본 시스템에서는 이를 구현 및 실험하기 위하여 웹 기반 서버-클라이언트 시스템을 가정하였다. 서버는 Process Controller, Parser, Rule Database, JESS Reasoning Engine으로 구성 되 어 있으며, 클라이 언트는 Rule Manager Interface와 Result Viewer로 구성되어 었다. 실험을 통해 얻어지는 튜닝 원칙 적용 전후의 실행 시간 측정 등 데이터베이스 시스템 성능 척도를 비교함으로써 시스템의 효용을 판단하였으며, 실험 결과 적용 전에 비하여 튜닝 원칙을 적용한 경우 최대 1초 미만의 전처리에 따른 부하 시간 추가와 최소 약 1.5배에서 최대 약 3배까지의 처리 시간 개선을 확인하였다. 본 논문에서 제안하는 시스템은 튜닝 원칙을 자동으로 생성하고 지식 형태로 변형시킴으로써 새로운 튜닝 원칙을 파생하여 제공하고, 성능에 영향을 미치는 요소와 함께 직접 Fact과 Rule을 추가함으로써 커스터마이정된 튜닝을 수행할 수 있게 하는 장점을 가진다. 추후 쿼리 자체의 튜닝 및 인텍스 최적화 등의 프로세스 자동화와 Rule을 효율적으로 정의하고 추가하는 방법 그리고 시스템 모델링을 효과적으로 구성하는 방법에 대한 연구를 통해 본 연구를 더욱 개선시킬 수 있을 것이다.

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Binding Mode Analysis of Bacillus subtilis Obg with Ribosomal Protein L13 through Computational Docking Study

  • Lee, Yu-No;Bang, Woo-Young;Kim, Song-Mi;Lazar, Prettina;Bahk, Jeong-Dong;Lee, Keun-Woo
    • Interdisciplinary Bio Central
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    • v.1 no.1
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    • pp.3.1-3.6
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    • 2009
  • Introduction: GTPases known as translation factor play a vital role as ribosomal subunit assembly chaperone. The bacterial Obg proteins ($Spo{\underline{0B}}$-associated ${\underline{G}}TP$-binding protein) belong to the subfamily of P-loop GTPase proteins and now it is considered as one of the new target for antibacterial drug. The majority of bacterial Obgs have been commonly found to be associated with ribosome, implying that these proteins may play a fundamental role in ribosome assembly or maturation. In addition, one of the experimental evidences suggested that Bacillus subtilis Obg (BsObg) protein binds to the L13 ribosomal protein (BsL13) which is known to be one of the early assembly proteins of the 50S ribosomal subunit in Escherichia coli. In order to investigate binding mode between the BsObg and the BsL13, protein-protein docking simulation was carried out after generating 3D structure of the BsL13 structure using homology modeling method. Materials and Methods: Homology model structure of BsL13 was generated using the EcL13 crystal structure as a template. Protein-protein docking of BsObg protein with ribosomal protein BsL13 was performed by DOT, a macro-molecular docking software, in order to predict a reasonable binding mode. The solvated energy minimization calculation of the docked conformation was carried out to refine the structure. Results and Discussion: The possible binding conformation of BsL13 along with activated Obg fold in BsObg was predicted by computational docking study. The final structure is obtained from the solvated energy minimization. From the analysis, three important H-bond interactions between the Obg fold and the L13 were detected: Obg:Tyr27-L13:Glu32, Obg:Asn76-L13:Glu139, and Obg:Ala136-L13:Glu142. The interaction between the BsObg and BsL13 structures were also analyzed by electrostatic potential calculations to examine the interface surfaces. From the results, the key residues for hydrogen bonding and hydrophobic interaction between the two proteins were predicted. Conclusion and Prospects: In this study, we have focused on the binding mode of the BsObg protein with the ribosomal BsL13 protein. The interaction between the activated Obg and target protein was investigated with protein-protein docking calculations. The binding pattern can be further used as a base for structure-based drug design to find a novel antibacterial drug.

Web-based Text-To-Sign Language Translating System (웹기반 청각장애인용 수화 웹페이지 제작 시스템)

  • Park, Sung-Wook;Wang, Bo-Hyeun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.3
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    • pp.265-270
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    • 2014
  • Hearing-impaired people have difficulty in hearing, so it is also hard for them to learn letters that represent sound and text that conveys complex and abstract concepts. Therefore it has been natural choice for the hearing-impaired people to use sign language for communication, which employes facial expression, and hands and body motion. However, the major communication methods in daily life are text and speech, which are big obstacles for the hearing-impaired people to access information, to learn and make intellectual activities, and to get jobs. As delivering information via internet become common the hearing-impaired people are experiencing more difficulty in accessing information since internet represents information mostly in text forms. This intensifies unbalance of information accessibility. This paper reports web-based text-to-sign language translating system that helps web designer to use sign language in web page design. Since the system is web-based, if web designers are equipped with common computing environment for internet browsing, they can use the system. The web-based text-to-sign language system takes the format of bulletin board as user interface. When web designers write paragraphs and post them through the bulletin board to the translating server, the server translates the incoming text to sign language, animates with 3D avatar and records the animation in a MP4 file. The file addresses are fetched by the bulletin board and it enables web designers embed the translated sign language file into their web pages by using HTML5 or Javascript. Also we analyzed text used by web pages of public services, then figured out new words to the translating system, and added to improve translation. This addition is expected to encourage wide and easy acceptance of web pages for hearing-impaired people to public services.

A Development of Kolb's Learning Style Based Team Organization Support System (Kolb의 학습양식에 기반 한 팀 조직 지원 시스템 개발)

  • Park, Su-Hong;Jung, Ju-Young;Hong, Jin-Yong;Kim, Seong-Ok;Ryu, Young-Ho;Kang, Eun-Kyeong
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.9-22
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    • 2008
  • The purpose of this research is to develop a prototype of the support system in order for team building associated with web-based project learning having applied Kolb's learning style. To accomplish this purpose, the following research tasks were performed. First, core idea in order to embody the system's value, key activities, tools that will support pertinent activities and the strategy so as to develop guidelines, etc. were devised and prepared. Second, a system was designed on the basis of structural model of teaching design, then after, interface was developed. The core factors in this system are inspection of learning style, organizing a team and team building. Above all, it is required to make learners know about learning environments, of which they are in favor, and also its distinctive features through inspection of learning style, and then focusing on learning style, a team should be organized insomuch as to accommodate a variety of learning styles as much as possible. For the purpose of team building, after learning style of each constituent member of the team has been made known, then the roles will be divided among the constituent members of the team so as to suit their individual characteristics referring to each of their learning styles that have been exposed. To verify the value of this system developed and efficiency thereof, a focus group interview was conducted. The focus group consisted of professionals, all from related fields. After the interview, the points required to make further improvements were elicited and taken care of by follow-up actions as needed. And having reflected such improvements made, the final system was developed. With this newly developed system, learners can get the results of inspection of learning style so quickly by performing inspection any time any where, and based on the results from such inspection, a team comprising dissimilar constituents who exhibit a variety of different propensities will be automatically organized. Thus, this system may be used not only for web-based project learning having unspecified persons elected as constituents, but in the offline space also.

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Usability Evaluation and Development of Design Prototyping for MP3 Smart Clothing Product (MP3 스마트웨어 제품 상용화를 위한 디자인 프로토타입 개발 및 사용성 평가 연구)

  • Chea, Heang-Suk;Hong, Ji-Young;Kim, Jun-Hee;Kim, Jin-Hyung;Han, Kwang-Hee;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.331-342
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    • 2007
  • This study focused on developing MP3 smart clothing products and usability evaluation. MP3 smart clothing which was developed in this study contains e-textile keypad and a kit. The kit consists of MP3 Player, remote controller module and ear phone, and are easy to assemble and dismantle. And usability evaluation about MP3 smart Clothing which was developed in this study contains e-textile keypad and a kit. For making the MP3 Smart clothing, e-textile signal line and keypad was developed and a metal connection ring also was manufactured to adhere closely e-textile signal line to keypad. The last products are two kinds of MP3 smart clothing, jacket style of MP3-YSJ(Yonsei Smart Jacket) and safari style of MP3-YSS(Yonsei Smart Safari). Then usability evaluation conducted two times about MP3 smart clothing developed. Usability evaluation is classified by a module evaluation and an item evaluation. The module evaluation measured external appearance, material, a music controller, an ear phone(or a mini speaker) and connector. The item evaluation measured social acceptance, feeling of wearing, utility, easiness of maintenance and safety. The module evaluation described totally positive results in the first usability evaluation about MP3-YSJ 1.0 and MP3-YSS 1.0. The item evaluation shows a lower score in the social acceptance, especially the easiness of connector maintenance and the social acceptance of music-controller in MP3-YSJ 1.0 and MP3-YSS 1.0. The second usability evaluation conducted with improved products by the first usability test results. Results from second item evaluation indicated needs to improve the easiness of connector & music-controller maintenance and the social acceptance of music-controller in MP3-YSJ 2.0. In MP3-YSS 2.0, the easiness of material management and the social acceptance of music controller & connector needed to improvement. In particular, users felt inconvenience in the social acceptance because of e-textile keypad arrangement. To outweigh this disadvantage, further study is needed about keypad interface of the music controller.

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S-MADP : Service based Development Process for Mobile Applications of Medium-Large Scale Project (S-MADP : 중대형 프로젝트의 모바일 애플리케이션을 위한 서비스 기반 개발 프로세스)

  • Kang, Tae Deok;Kim, Kyung Baek;Cheng, Ki Ju
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.8
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    • pp.555-564
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    • 2013
  • Innovative evolution in mobile devices along with recent spread of Tablet PCs and Smart Phones makes a new change not only in individual life but also in enterprise applications. Especially, in the case of medium-large mobile applications for large enterprises which generally takes more than 3 months of development periods, importance and complexity increase significantly. Generally Agile-methodology is used for a development process for the medium-large scale mobile applications, but some issues arise such as high dependency on skilled developers and lack of detail development directives. In this paper, S-MADP (Smart Mobile Application Development Process) is proposed to mitigate these issues. S-MADP is a service oriented development process extending a object-oriented development process, for medium-large scale mobile applications. S-MADP provides detail development directives for each activities during the entire process for defining services as server-based or client-based and providing the way of reuse of services. Also, in order to support various user interfaces, S-MADP provides detail UI development directives. To evaluate the performance of S-MADP, three mobile application development projects were conducted and the results were analyzed. The projects are 'TBS(TB Mobile Service) 3.0' in TB company, mobile app-store in TS company, and mobile groupware in TG group. As a result of the projects, S-MADP accounts for more detailed design information about 'Minimizing the use of resources', 'Service-based designing' and 'User interface optimized for mobile devices' which are needed to be largely considered for mobile application development environment when we compare with existing Agile-methodology. Therefore, it improves the usability, maintainability, efficiency of developed mobile applications. Through field tests, it is observed that S-MADP outperforms about 25% than a Agile-methodology in the aspect of the required man-month for developing a medium-large mobile application.

Development of Industrial Embedded System Platform (산업용 임베디드 시스템 플랫폼 개발)

  • Kim, Dae-Nam;Kim, Kyo-Sun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.5
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    • pp.50-60
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    • 2010
  • For the last half a century, the personal computer and software industries have been prosperous due to the incessant evolution of computer systems. In the 21st century, the embedded system market has greatly increased as the market shifted to the mobile gadget field. While a lot of multimedia gadgets such as mobile phone, navigation system, PMP, etc. are pouring into the market, most industrial control systems still rely on 8-bit micro-controllers and simple application software techniques. Unfortunately, the technological barrier which requires additional investment and higher quality manpower to overcome, and the business risks which come from the uncertainty of the market growth and the competitiveness of the resulting products have prevented the companies in the industry from taking advantage of such fancy technologies. However, high performance, low-power and low-cost hardware and software platforms will enable their high-technology products to be developed and recognized by potential clients in the future. This paper presents such a platform for industrial embedded systems. The platform was designed based on Telechips TCC8300 multimedia processor which embedded a variety of parallel hardware for the implementation of multimedia functions. And open-source Embedded Linux, TinyX and GTK+ are used for implementation of GUI to minimize technology costs. In order to estimate the expected performance and power consumption, the performance improvement and the power consumption due to each of enabled hardware sub-systems including YUV2RGB frame converter are measured. An analytic model was devised to check the feasibility of a new application and trade off its performance and power consumption. The validity of the model has been confirmed by implementing a real target system. The cost can be further mitigated by using the hardware parts which are being used for mass production products mostly in the cell-phone market.

A Lifelog Management System Based on the Relational Data Model and its Applications (관계 데이터 모델 기반 라이프로그 관리 시스템과 그 응용)

  • Song, In-Chul;Lee, Yu-Won;Kim, Hyeon-Gyu;Kim, Hang-Kyu;Haam, Deok-Min;Kim, Myoung-Ho
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.9
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    • pp.637-648
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    • 2009
  • As the cost of disks decreases, PCs are soon expected to be equipped with a disk of 1TB or more. Assuming that a single person generates 1GB of data per month, 1TB is enough to store data for the entire lifetime of a person. This has lead to the growth of researches on lifelog management, which manages what people see and listen to in everyday life. Although many different lifelog management systems have been proposed, including those based on the relational data model, based on ontology, and based on file systems, they have all advantages and disadvantages: Those based on the relational data model provide good query processing performance but they do not support complex queries properly; Those based on ontology handle more complex queries but their performances are not satisfactory: Those based on file systems support only keyword queries. Moreover, these systems are lack of support for lifelog group management and do not provide a convenient user interface for modifying and adding tags (metadata) to lifelogs for effective lifelog search. To address these problems, we propose a lifelog management system based on the relational data model. The proposed system models lifelogs by using the relational data model and transforms queries on lifelogs into SQL statements, which results in good query processing performance. It also supports a simplified relationship query that finds a lifelog based on other lifelogs directly related to it, to overcome the disadvantage of not supporting complex queries properly. In addition, the proposed system supports for the management of lifelog groups by providing ways to create, edit, search, play, and share them. Finally, it is equipped with a tagging tool that helps the user to modify and add tags conveniently through the ion of various tags. This paper describes the design and implementation of the proposed system and its various applications.

The Effect of the Characteristics of Agri-Food Open Market on the Repurchase Intention: Focusing on the Moderating Effect of Innovation (농식품 오픈 마켓 특성이 재구매 의도에 미치는 영향: 혁신성의 조절효과를 중심으로)

  • Kim, Sangmi;Ha, Gyusu
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.4
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    • pp.153-165
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    • 2021
  • With the disappearance of boundaries between online and offline, the O2O(online to offline) platform service is rapidly growing. Unlike general products, freshness is an important decision-making factor for agri-food, and there are many limiting factors for growth as an open market among O2O platforms due to the characteristics of difficult refunds and exchanges compared to other items and new transaction methods. In order to overcome these obstacles, consumer innovation must be considered. The purpose of this study was to investigate the influence of O2O(online to offline) platform characteristics perception on agri-food repurchase intentions. And an empirical survey of the hypothesis is made that innovation will show a moderating effect between agri-food O2O platform characteristics and repurchase intention. And an empirical survey of the hypothesis is made that innovation will show a moderating effect between agri-food O2O platform characteristics and repurchase intention. For this purpose, Using a convenience sampling technique, an online survey was conducted through Google survey from April 1 to April 15, 2021. A total of final analysis data were collected from a total of 270 purchase experienced of agri-food O2O(online to offline) platform. The SPSS program was used for analysis, and multiple regression analysis was used for hypothesis verification. The results showed that Economic, Interaction, and Playfulness had a significant positive effect on agri-food repurchase intend. Also, Interactivity × innovation, playfulness × innovation were found to have a significant positive (+) effect on repurchase intention. The results of this study show that innovation reduces the burden on consumers for new systems and mobile transactions. The results of this study suggest that convenient interface design is important for activating O2O transactions of agri-food. In addition, education and support are needed to strengthen the IT competency of farmers. The results of this study will be able to contribute to the establishment of infrastructure for agri-food open market shopping malls. In future studies, the influence of the O2O platform type on the purchase intention should be studied continuously.