Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.15
no.5
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pp.235-243
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2020
The more consumers feel the brand as authentic, the better the brand image and the higher the purchase intention, so companies actively seek to build brand authenticity. On the other hand, the quality of products perceived by consumers comprehensively in consideration of various factors such as performance, durability, and materials can affect brand authenticity. The purpose of this study is to present useful implications by building a research model for quality and brand authenticity from a marketing point of view, and empirical analysis. For this, product quality and brand authenticity were theoretically defined, the relationship between them was identified, and ultimately the influence of these concepts on brand image was examined. In detail, a survey was conducted on a total of 286 consumers to find out the quality of the product, authenticity of the brand, and brand image, and the product to be surveyed was S20, the latest mobile phone of S Electronics. As a result of empirical analysis, although quality had a statistically significant positive effect on brand authenticity, the degree was not greater than expected. In addition, quality had a statistically significant positive effect on brand image, and its degree was large, but when quality and brand authenticity were considered together, it was found that the regression coefficient of brand authenticity was larger than that of quality. This means a partial mediating effect of brand authenticity. Therefore, in order to enhance the brand image and purchase intention of SMEs/Venture companies, a strategy that build brand authenticity simultaneously in consideration of the components presented in this study will be more effective than a strategy that focuses only on quality. This study proposes a variety of theoretical and practical implications by empirically examining the relationship between brand authenticity and brand image perceived by consumers through quality from a marketing perspective, based on a research model that was not discussed in previous studies. In particular, this study proposes a plan to build brand authenticity from the perspective of SMEs/Ventures.
The purpose of this study was to get some pieces of prior information to eventually develop high value-added fashion cultural products design using local cultural resources, to promote the cultural tourism festival. For this purpose, this study is carried out the investigation of cultural product stores and visitors' questionnaire survey. The subjects of this study were festivals which were selected as cultural tourism festival by the Ministry of Culture, Sports and Tourism from 2000 to 2008. Of them, six festivals were finally selected but food festival was excluded. The results of this study were as follows; First, the store survey was conduced to analyze the situation of the products of cultural tourism festival. The most frequent product was accessories. And a T-shirt was found to be sold every festival probably because it was the most popular item and basic item which people could buy without burden. While the most diverse kinds of products were found in the Andong, the Jinju and Gangjin were found not to develop various products. In the design motif used for cultural products, most products did not use festival or local image. The highest use of the festival and local image was found in Gangjin and Muju. The Andong and Chungju were found to sell very common products buying anywhere rather than products using local cultural resources or image. In the material of cultural products, most products use metal. And In the price of cultural products, 10,000-30,000 won was found highest. Second, the purchase conditions of cultural tourism festival visitors were examined. The visiting goal and companion of visitors was found to vary with the type of cultural tourism festival. The types of visitors were also found to have an effect on the choice of items in the purchase of cultural products sold in the festival. Only one third of respondents responded buying one and more cultural products. The purchase rate was found high in the festival where cultural product items were various and there were many products symbolizing festival or region. The most purchased item was a mobile phone hanger and the amount of purchasing cultural products was 10,000-30,000 won. The reason not to purchase cultural products was dissatisfaction with utility, originality, possibility of a present, symbolism, and price. The most important attribute in the purchase of cultural products was design, followed by symbolism, price, originality, and innovation. The highly preferred product group included clothing, miscellaneous goods, and accessories. Specifically, T-shirt was found highest. Based on these research results, it was found that the design strategy for the cultural products development should consider both regional and festival images. The items and designs of the cultural products should reflect visitors' characteristics and the price zone should be varied.
Journal of the Korea Academia-Industrial cooperation Society
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v.17
no.8
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pp.192-199
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2016
This article examines the location strategies of coffee franchises in Gyeonggi province. Due to its large population, broad area, and diverse industrial structure, Gyeonggi province is an ideal dataset for empirical testing of the location strategies. We collect the addresses of five major coffee franchises stores, convert them into geographic coordinates using Google Maps Geocoding API, and compute Haversine distances both between stores of the same franchise and between stores of different franchises. This novel approach leads to three discoveries. First, coffee-consuming age population is positively related to the number of stores and more strongly for commercial areas with a large floating population. Second, one third of Starbucks stores have another Starbucks store within a radius of 300m, which empirically confirms the 'Focused Destroy Strategy' of Starbucks that has multiple stores in central business districts. Third, for 80% of Starbucks stores, we can find Ediya stores within 500m, which supports Ediya's 'Next-to-Starbucks Strategy'. Our research methods can be efficiently applied to the analyses of other retail businesses such as convenience stores, fast food restaurants, and mobile phone shops.
Flash memory has penetrated our life in various forms. For example, flash memory is important storage component of ubiquitous computing or mobile products such as cell phone, MP3 player, PDA, and portable storage kits. Behind of the wide acceptance as memory is many advantages of flash memory: for instances, low power consumption, nonvolatile, stability and portability. In addition to mentioned strengths, the recent development of gigabyte range capacity flash memory makes a careful prediction that the flash memory might replace some of storage area dominated by hard disks. In order to have overwriting function, one block must be erased before overwriting is performed. This difference results in the cost of reading, writing and erasing in flash memory[1][5][6]. Since this difference has not been considered in traditional buffer replacement technologies adopted in system software such as OS and DBMS, a new buffer replacement strategy becomes necessary. In this paper, a new buffer replacement strategy, reflecting difference I/O cost and applicable to flash memory, suggest and compares with other buffer replacement strategies using workloads as Zipfian distribution and real data.
The Journal of Korean Institute of Communications and Information Sciences
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v.37C
no.11
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pp.1094-1103
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2012
Recently, software industry regarding national defense increases system development of distributed simulation system of M&S based to overcome limit of resource and expense. It is one of key technologies for offering of mutual validation among objects and reuse of objects which are discussed for developing these systems. RTI, implementation of HLA interface specification as software providing these technologies uses Federation Object Model for exchanging information with joined federates in the federation and each federate has a characteristic that is supposed to have identical FOM in the federation. This technology is a software which is to provide the core technology which was suggested by the United state's military M&S standard framework. Simulator, virtual simulation, and inter-connection between military weapons system S/W which executes on network which is M&S's core base technology, and it is a technology which also can be used for various inter-connection between S/W such as game and on-line phone. These days although RTI is used in military war game or tactical training unit field, there is none in Korea. Also, it is used in mobile-game, distribution game, net management, robot field, and other civilian field, but the number of examples are so small and informalized. Through this developing project, we developed the core technique and RTI software and provided performance of COTS level to improve communication algorithms.
Journal of the Korea Academia-Industrial cooperation Society
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v.14
no.6
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pp.2639-2644
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2013
The renewal cycle, which newly decorates stores, has been shortened, as the marketing competition between telecommunication companies has been extended to the stores, due to the rapid increase of mobile phone users and fast replacement cycle of products. The store renewal made by major telecommunication companies, including signboard, has been pushed in order for telecommunication companies to give strong impression about their own brand identity to consumers. Consumers want stores not only to sell cheap and high quality products but also to provide customer experience, by which customers can feel store, product and service and accept them. Especially, since the competition between telecommunication companies is getting tough, it is the current trend that the number of stores is increasing much, and telecommunication companies are recently renewing their stores, with the concept of SI(Store Identity), which changes store image into the incorporated image including interior and exterior, rather than just replacing CI(Corporate Identity), when they renew stores. It can be said that SI(Store Identity) is an important factor, by which companies consistently design visual factors such as interior and sign, and then apply them to the interior and exterior of the stores, and thereby give good store image to consumers, and ultimately have great effect on the increase of sales volume. This kind of activity can be image-controlled by companies' Identity Management, and it can be a very important factor in terms of marketing. In this study, it has an objective to compare and analyze SI of domestic telecommunication companies and foreign telecommunication companies, and then suggest effective SI direction.
Journal of the Korean Association of Geographic Information Studies
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v.21
no.1
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pp.57-70
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2018
The advancement and the spread of information and communication technology (ICT) changes the way we live and act. Computer and ICT devices become smaller and invisible, and they are now virtually everywhere in the world. Many socio-economic activities are now subject to the use of computer and ICT devices although we don't really recognize it. Various socio economic activities supported by digital devices leave digital records, and a myriad of these records becomes what we call'big data'. Big data differ from conventional data we have collected and managed in that it holds more detailed information of socio-economic activities. Thus, they offer not only new insight for our society and but also new opportunity for policy analysis. However, the use of big data requires development of new methods and tools as well as consideration of institutional issues such as privacy. The goals of this research are twofold. Firstly, it aims to understand the opportunities and challenges of using big data for planning support. Big data indeed is a big sum of microscopic and dynamic data, and this challenges conventional analytical methods and planning support tools. Secondly, it seeks to suggest ways of visualizing such spatial big data for planning support. In this regards, this study attempts to develop a dynamic visualization model and conducts an experimental case study with mobile phone big data for the Jeju island. Since the off-the-shelf commercial software for the analysis of spatial big data is not yet commonly available, the roles of open source software and computer programming are important. This research presents a pilot model of dynamic visualization for spatial big data, as well as results from them. Then, the study concludes with future studies and implications to promote the use of spatial big data in urban planning field.
The heat recovery system that was applied in this study, is the energy-saving type that can produce the maximum cooling capacity less power in use. In order to have a more precise control function the temperature and humidity of the constant temperature and humidity machine, control algorithm is applied to designed a fuzzy PID controller, and the outside air compensation device (air-cooled) demonstrated excellent ability to dehumidify the moisture, $-20^{\circ}C$ in winter. High efficiency and the low-noise type sirocco fan operate quitely and designed to fit the bottom-up and top-down in accordance with the characteristics of equipment. as a result of experiment data, the conversion efficiency is 95% or more, power recovery time is within 5sec, stop delay time is within 30sec, pump down time is 10sec, pump delay time is 5sec, heating delay time is 5sec, temperature deviation is ${\pm}2^{\circ}C$ (cooling deviation: $2^{\circ}C$, Heating deviation : $2^{\circ}C$), humidity deviation is a ${\pm}5%$ (humidification deviation 3.0%, dehumidification deviation 3.0%). Recently, ubiquitous technology is important. so, the constant temperature and humidity machine designed to be able to remotely control to via the mobile phone, and more scalable to support MMI software and automatic interface. Further, the life of the parts and equipment is extended by the failure.
The result of analyzing the cognitive reaction due to the color environment has been applied to various filed especially in medical field. Moreover, the study about the identification of patient's condition and examination the brain activity by collecting the bio-signal based on the color environment is being actively conducted. Even though, there were a variety of experiments by convention the color environment using a light or LED color, it still has a problem that affects the psychological information. Therefore, our proposed system using a HMD (Head Mounting display) to provide a completed color environment condition. This system uses the BMS(Biomedical System) to collect the biometric information which responds to the specific color condition and the human body response information can be measured by the development the Memory and Attention test on Mobile phone. The collection of Biometric information includes electro cardiogram(ECG), respiration, oxygen saturation (Sp02), Bio-impedance, blood pressure will store in the database. In addition, we can verify the result of the human body reaction in the color environment by Memory and Attention application. By utilizing the reaction of the human body information that is collected thought the proposed system, we can analyze the correlation between the physiological information and the color environment. And we also expect that this system can apply to the medical diagnosis and treatment. For future work, we will expand the system for prediction and treatment of Alzheimer disease by analyzing the visualization data through the proposed system. We will also do evaluation on the effectiveness of the system for using in the rehabilitation program.
With dramatic development of IT technology and start of DMB service, installing the DMB equipment in a vehicle for watching TV programs and literal or pictorial traffic information are increasing. Watching the DMB during driving the vehicle could cause visual and cognitive distraction to drivers as much as eating food, operating radio and using mobile phone. However, there is not much empirical research for this topic and no research examined the effect of watching the DMB on driving behaviors in Korea. So, the present study examined the effect of watching the DMB on the driving behaviors with car simulator experiment. Within subject design was used in the study. That is, all subjects drove the vehicle both in the watching DMB condition and the non-watching DMB condition. The results indicated that subjects in the watching DMB condition took longer time to arrive at the destination and operated accelerator and brake pedal rapidly than subjects in the non-watching DMB condition. That is, their overall driving stability was lower than non-watching subjects'. Additionally, we examined the difference among the DMB control conditions (i.e., keypad condition, touch-pad condition and remote controller condition) in the driving behaviors. Finally, we discussed the limitations and the implications of the present study.
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