• Title/Summary/Keyword: news market

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A Study of the Way How Korean Fashion Brand Company Makes their Order Arrangement - Focused on fashion brand companies in Seoul - (국내 의류 브랜드 업체의 오더 의뢰방식에 관한 실태조사 - 서울시 의류 브랜드 업체를 중심으로 -)

  • Heo, Hyun-seo;Lim, Ho-sun
    • Fashion & Textile Research Journal
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    • v.21 no.2
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    • pp.179-188
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    • 2019
  • Domestic apparel products labeled as 'Made in Korea' in the Chinese market are recognized as a high quality products due to the influence of the Korean Wave (Intergen Consulting Group, 2007). This study analyzes the patterns and order arrangement types of a fashion brand company commissioned to produce apparel in Seoul, Korea in order to rebuild a network of small sewing factories scattered in Korea, reorganize operations, and to find the possibility of regenerating the Korean sewing industry by establishing contact points with domestic sewing factories. We surveyed 100 apparel brand companies in Seoul listed in the 2014/2015 Korea Fashion Brand Annual (Apparel News, 2014) and conducted a questionnaire survey on the company's general management status, type of fabric materials dealt with, and major contact points and methods of production handling. The frequency analysis indicated that the main production material with cloth type was woven fabric with ladies' clothes. The Planning MD team has the highest rate of ordering production with delivery method to the production factory after purchasing fabric and trims. Most respondents answered that they would select a production factory based on recommendations from acquaintances. This was due to a lack of no objective indicator provided by the sewing factory at present and the absence of objectively proceeded communication with brand companies. In this study, we analyze various conditions and measurements for production arrangements from a fashion brand company to revitalize sewing factories in Korea.

A Study on the Brand Image and Purchase Satisfaction of Multiplex Cinemas according to the Types of Value Perceptions of Offline Movie Viewers (오프라인 영화 관람객의 가치 인식 유형에 따른 멀티플렉스 영화관의 브랜드이미지, 구매 만족도에 관한 연구)

  • Lee, Kang-Suk
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.494-504
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    • 2021
  • The spread of Over-The-Top (OTT) service, which represents Netflix, and the social distancing caused by COVID-19, acted as an overall bad news for domestic multiplex movie theaters. In addition to this, the phenomenon of digital shifting was added, and the need for domestic offline movie theaters to seek a new market for growth emerged. This study focused on the concept of consumer value perception amid this problem consciousness, and attempted to investigate the relationship between the brand image of multiplex movie theaters and purchase satisfaction according to the type of consumer value perception. After data was sampled through a questionnaire survey to a total of 350 subjects, the results of empirical analysis according to the study model are as follows. Among the types of value perception of offline movie viewers, practicality had the strongest influence on brand image construction, and self-faithfulness had the strongest influence on purchase satisfaction of offline movie watching. In addition, the brand image of offline movie theaters had a positive(+) effect on the purchase satisfaction of moviegoers. Based on this, this study suggested a new survival strategy in the new normal era of offline Multiplex Cinemas.

Big data text mining analysis to identify non-face-to-face education problems (비대면 교육 문제점 파악을 위한 빅데이터 텍스트 마이닝 분석)

  • Park, Sung Jae;Hwang, Ug-Sun
    • Korean Educational Research Journal
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    • v.43 no.1
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    • pp.1-27
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    • 2022
  • As the COVID-19 virus became prevalent worldwide, non-face-to-face contact was implemented in various ways, and the education system also began to draw much attention due to rapid non-face-to-face contact. The purpose of this study is to analyze the direction of non-face-to-face education in line with the continuously changing educational environment to date. In this study, data were visualized using Textom and Ucinet6 analysis tool programs to collect social network big data with various opinions. As a result of the study, keywords related to "COVID-19" were dominant, and keywords with high frequency such as "article" and "news" existed. As a result of the analysis, various issues related to non-face-to-face education, such as network failures and security issues, were identified. After the analysis, the direction of the non-face-to-face education system was studied according to the growth of the education market and changes in the educational environment. In addition, there is a need to strengthen security and feedback on teaching methods in non-face-to-face education analyzed using big data.

Sustainability Appraisal of Chinese Railway Projects In Nigeria: Afoot

  • Awodele, Imoleayo Abraham;Mewomo, Modupe Cecilia
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.967-974
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    • 2022
  • It is no news that Nigeria's infrastructure challenge is enormous. In the global ranking, Nigeria ranked low in quantity and quality of its infrastructural provision which has a great impact on the ease of business transaction. Low investments in transportation have brought about the current infrastructural deficit. Recently, the Nigerian government has made effort to address at least to some extent the infrastructural deficit through Public-Private Partnership, but this has not yielded the desired result. Moreover, the sustainability issues relating to railway projects such as, emissions, noise pollution, ecosystem, and other environmental issues calls for urgent attention. Hence, this necessitated consideration on sustainability appraisal for the Chinese rail project in Nigeria. This study reviews sustainability of railway projects built by the Chinese firm in Nigeria with particular emphasis on the environmental and social impact of these projects. The study further identified issues and challenges in project implementation with a particular focus on civil dialogue and community engagements. A detailed literature search was conducted on railway projects and infrastructure by systematically reviewing selected published articles.The analysis of the selected articles identified sustainability issues and potential for improvement of Chinese railway projects and how they contribute to or inhibit competitiveness in the Nigerian railway market. From the literature searched, some of the projects constructed by Chinese firm revealed that there is economic and social impact of railway projects delivered by the Chinese firm in terms of capacity development and knowledge transfer potentiality. For instance, in the just concluded Lagos-Ibadan railway projects, the study gathered that the project brought about 5000 jobs and local staff were trained by the Chinese company, this will boost man power and local content capability. Also, it will significantly improve Nigeria's infrastructure and boost its economic development. The study suggests that Nigerian government should ensure and provide an enabling environment that is conducive for investment on the continent. Peace, improved security, and decent governance are the best conditions for sustainable transportation growth.

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Social Media Analytics to Understand the Construction Industry Sentiments

  • Shrestha, K. Joseph;Mani, Nirajan;Kisi, Krishna P.;Abdelaty, Ahmed
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.712-720
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    • 2022
  • The use of social media to disseminate news and interact with project stakeholders is increasing over time in the construction industry. Such social media data can be analyzed to get useful insights of the industry such as demands of new housing construction and satisfaction of construction workers. However, there has been a limited attempts to analyze social media data related to the construction industry. The objective of this study is to collect and analyze construction related tweets to understand the overall sentiments of individuals and organizations about the construction industry. The study collected 87,244 tweets from April 6, 2020, to April 13, 2020, which had hashtags relevant to the construction industry. The tweets were then analyzed to evaluate its sentiments polarity (positive or negative) and sentiment intensity or scores (-1 to +1). Descriptive statistics were produced for the tweets and the sentiment scores were visualized in a scatterplot to show the trend of the sentiment scores over time. The results shows that the overall sentiment score of all the tweets was slightly positive (0.0365). Negative tweets were retweeted and marked as favorite by more users on average than the positive ones. More specifically, the tweets with negative sentiments were retweeted by 2,802 users on average compared to the tweets with positive sentiments (247 average retweet count). This study can potentially be expanded in the future to produce a real time indicator of the construction market industry such as the increased availability of construction jobs, improved wage rates, and recession.

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An Analysis of the Dynamics between Media Coverage and Stock Market on Digital New Deal Policy: Focusing on Companies Related to the Fourth Industrial Revolution (디지털 뉴딜 정책에 대한 언론 보도량과 주식 시장의 동태적 관계 분석: 4차산업혁명 관련 기업을 중심으로)

  • Sohn, Kwonsang;Kwon, Ohbyung
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.33-53
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    • 2021
  • In the crossroads of social change caused by the spread of the Fourth Industrial Revolution and the prolonged COVID-19, the Korean government announced the Digital New Deal policy on July 14, 2020. The Digital New Deal policy's primary goal is to create new businesses by accelerating digital transformation in the public sector and industries around data, networks, and artificial intelligence technologies. However, in a rapidly changing social environment, information asymmetry of the future benefits of technology can cause differences in the public's ability to analyze the direction and effectiveness of policies, resulting in uncertainty about the practical effects of policies. On the other hand, the media leads the formation of discourse through communicators' role to disseminate government policies to the public and provides knowledge about specific issues through the news. In other words, as the media coverage of a particular policy increases, the issue concentration increases, which also affects public decision-making. Therefore, the purpose of this study is to verify the dynamic relationship between the media coverage and the stock market on the Korean government's digital New Deal policy using Granger causality, impulse response functions, and variance decomposition analysis. To this end, the daily stock turnover ratio, daily price-earnings ratio, and EWMA volatility of digital technology-based companies related to the digital new deal policy among KOSDAQ listed companies were set as variables. As a result, keyword search volume, daily stock turnover ratio, EWMA volatility have a bi-directional Granger causal relationship with media coverage. And an increase in media coverage has a high impact on keyword search volume on digital new deal policies. Also, the impulse response analysis on media coverage showed a sharp drop in EWMA volatility. The influence gradually increased over time and played a role in mitigating stock market volatility. Based on this study's findings, the amount of media coverage of digital new deals policy has a significant dynamic relationship with the stock market.

An Analysis of IT Trends Using Tweet Data (트윗 데이터를 활용한 IT 트렌드 분석)

  • Yi, Jin Baek;Lee, Choong Kwon;Cha, Kyung Jin
    • Journal of Intelligence and Information Systems
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    • v.21 no.1
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    • pp.143-159
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    • 2015
  • Predicting IT trends has been a long and important subject for information systems research. IT trend prediction makes it possible to acknowledge emerging eras of innovation and allocate budgets to prepare against rapidly changing technological trends. Towards the end of each year, various domestic and global organizations predict and announce IT trends for the following year. For example, Gartner Predicts 10 top IT trend during the next year, and these predictions affect IT and industry leaders and organization's basic assumptions about technology and the future of IT, but the accuracy of these reports are difficult to verify. Social media data can be useful tool to verify the accuracy. As social media services have gained in popularity, it is used in a variety of ways, from posting about personal daily life to keeping up to date with news and trends. In the recent years, rates of social media activity in Korea have reached unprecedented levels. Hundreds of millions of users now participate in online social networks and communicate with colleague and friends their opinions and thoughts. In particular, Twitter is currently the major micro blog service, it has an important function named 'tweets' which is to report their current thoughts and actions, comments on news and engage in discussions. For an analysis on IT trends, we chose Tweet data because not only it produces massive unstructured textual data in real time but also it serves as an influential channel for opinion leading on technology. Previous studies found that the tweet data provides useful information and detects the trend of society effectively, these studies also identifies that Twitter can track the issue faster than the other media, newspapers. Therefore, this study investigates how frequently the predicted IT trends for the following year announced by public organizations are mentioned on social network services like Twitter. IT trend predictions for 2013, announced near the end of 2012 from two domestic organizations, the National IT Industry Promotion Agency (NIPA) and the National Information Society Agency (NIA), were used as a basis for this research. The present study analyzes the Twitter data generated from Seoul (Korea) compared with the predictions of the two organizations to analyze the differences. Thus, Twitter data analysis requires various natural language processing techniques, including the removal of stop words, and noun extraction for processing various unrefined forms of unstructured data. To overcome these challenges, we used SAS IRS (Information Retrieval Studio) developed by SAS to capture the trend in real-time processing big stream datasets of Twitter. The system offers a framework for crawling, normalizing, analyzing, indexing and searching tweet data. As a result, we have crawled the entire Twitter sphere in Seoul area and obtained 21,589 tweets in 2013 to review how frequently the IT trend topics announced by the two organizations were mentioned by the people in Seoul. The results shows that most IT trend predicted by NIPA and NIA were all frequently mentioned in Twitter except some topics such as 'new types of security threat', 'green IT', 'next generation semiconductor' since these topics non generalized compound words so they can be mentioned in Twitter with other words. To answer whether the IT trend tweets from Korea is related to the following year's IT trends in real world, we compared Twitter's trending topics with those in Nara Market, Korea's online e-Procurement system which is a nationwide web-based procurement system, dealing with whole procurement process of all public organizations in Korea. The correlation analysis show that Tweet frequencies on IT trending topics predicted by NIPA and NIA are significantly correlated with frequencies on IT topics mentioned in project announcements by Nara market in 2012 and 2013. The main contribution of our research can be found in the following aspects: i) the IT topic predictions announced by NIPA and NIA can provide an effective guideline to IT professionals and researchers in Korea who are looking for verified IT topic trends in the following topic, ii) researchers can use Twitter to get some useful ideas to detect and predict dynamic trends of technological and social issues.

Visualizing the Results of Opinion Mining from Social Media Contents: Case Study of a Noodle Company (소셜미디어 콘텐츠의 오피니언 마이닝결과 시각화: N라면 사례 분석 연구)

  • Kim, Yoosin;Kwon, Do Young;Jeong, Seung Ryul
    • Journal of Intelligence and Information Systems
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    • v.20 no.4
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    • pp.89-105
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    • 2014
  • After emergence of Internet, social media with highly interactive Web 2.0 applications has provided very user friendly means for consumers and companies to communicate with each other. Users have routinely published contents involving their opinions and interests in social media such as blogs, forums, chatting rooms, and discussion boards, and the contents are released real-time in the Internet. For that reason, many researchers and marketers regard social media contents as the source of information for business analytics to develop business insights, and many studies have reported results on mining business intelligence from Social media content. In particular, opinion mining and sentiment analysis, as a technique to extract, classify, understand, and assess the opinions implicit in text contents, are frequently applied into social media content analysis because it emphasizes determining sentiment polarity and extracting authors' opinions. A number of frameworks, methods, techniques and tools have been presented by these researchers. However, we have found some weaknesses from their methods which are often technically complicated and are not sufficiently user-friendly for helping business decisions and planning. In this study, we attempted to formulate a more comprehensive and practical approach to conduct opinion mining with visual deliverables. First, we described the entire cycle of practical opinion mining using Social media content from the initial data gathering stage to the final presentation session. Our proposed approach to opinion mining consists of four phases: collecting, qualifying, analyzing, and visualizing. In the first phase, analysts have to choose target social media. Each target media requires different ways for analysts to gain access. There are open-API, searching tools, DB2DB interface, purchasing contents, and so son. Second phase is pre-processing to generate useful materials for meaningful analysis. If we do not remove garbage data, results of social media analysis will not provide meaningful and useful business insights. To clean social media data, natural language processing techniques should be applied. The next step is the opinion mining phase where the cleansed social media content set is to be analyzed. The qualified data set includes not only user-generated contents but also content identification information such as creation date, author name, user id, content id, hit counts, review or reply, favorite, etc. Depending on the purpose of the analysis, researchers or data analysts can select a suitable mining tool. Topic extraction and buzz analysis are usually related to market trends analysis, while sentiment analysis is utilized to conduct reputation analysis. There are also various applications, such as stock prediction, product recommendation, sales forecasting, and so on. The last phase is visualization and presentation of analysis results. The major focus and purpose of this phase are to explain results of analysis and help users to comprehend its meaning. Therefore, to the extent possible, deliverables from this phase should be made simple, clear and easy to understand, rather than complex and flashy. To illustrate our approach, we conducted a case study on a leading Korean instant noodle company. We targeted the leading company, NS Food, with 66.5% of market share; the firm has kept No. 1 position in the Korean "Ramen" business for several decades. We collected a total of 11,869 pieces of contents including blogs, forum contents and news articles. After collecting social media content data, we generated instant noodle business specific language resources for data manipulation and analysis using natural language processing. In addition, we tried to classify contents in more detail categories such as marketing features, environment, reputation, etc. In those phase, we used free ware software programs such as TM, KoNLP, ggplot2 and plyr packages in R project. As the result, we presented several useful visualization outputs like domain specific lexicons, volume and sentiment graphs, topic word cloud, heat maps, valence tree map, and other visualized images to provide vivid, full-colored examples using open library software packages of the R project. Business actors can quickly detect areas by a swift glance that are weak, strong, positive, negative, quiet or loud. Heat map is able to explain movement of sentiment or volume in categories and time matrix which shows density of color on time periods. Valence tree map, one of the most comprehensive and holistic visualization models, should be very helpful for analysts and decision makers to quickly understand the "big picture" business situation with a hierarchical structure since tree-map can present buzz volume and sentiment with a visualized result in a certain period. This case study offers real-world business insights from market sensing which would demonstrate to practical-minded business users how they can use these types of results for timely decision making in response to on-going changes in the market. We believe our approach can provide practical and reliable guide to opinion mining with visualized results that are immediately useful, not just in food industry but in other industries as well.

A Study of the News Coverage of Screen Quota (스크린쿼터에 관한 뉴스보도 담론분석)

  • Joung, Mi-Joung
    • Korean journal of communication and information
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    • v.35
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    • pp.147-178
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    • 2006
  • Screen Quota is very important topic at our whole society not only film industry. Moreover the opinions are sharply divided. So, journalism, at the objective and neutral position, has the responsibility to present objective field to discuss and neutral information. This script censoriously focuses that how Korean Journalism handles Screen Quota issue from the upper mentioned premises. The first point is Korean Journalism gives legitimacy to the Governmental persistence, which is fixing Screen Quota as a hurdle for the FTA settlement so that it should be reduced. Secondly, Korean Journalism has been reducing the importance of the Screen Quota issue as the problem of film industry itself own, describing it as combat between Government and Film Industry. Third, it describes the Screen Quota as a privilege granted to the Film industry only. Finally, it provides power to the point of view of the Government which insists to reduce the Screen Quota mentioning the superiority of the competitiveness of the Koran Films discriminatingly. In conclusion, I could not but define that Korean Journalism is only speaking for America and Korean Government especially about the Screen Quota issue which is divided sharply. What it means is Korean Journalism has not been providing not only objective information but also impartial dispute field to the public for the issue which has very importance socially. The news and discussions about Screen Quota shows that this issue is not free from the progress of FTA which includes the Screen Quota problem. Further on, it could be deduced that the discussion about Korean film industry has kept on focusing its topic to the choice of decreasing or maintaining Screen Quota. The cultural contents have been expanding its importance day by day. Endeavors to settle the enormous problems of film industry should be preceded to strengthen the competitiveness and to prepare against market opening. Consequently, to solve the problems of film industry, Screen Quota should be positioned as a protect policy rather than a remedy for every ill, at the same time all the possibilities should be considered especially for the problems that Screen Quota could not solve.

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Potential Effects of Gaming Disorder Classification on Gamers' Attitude and Gaming Intention (게임이용장애 질병분류가 게임이용자의 태도와 게임의향에 미치는 효과)

  • Kim, Suk Hwan;Han, Sang Hoon;Kim, Bora;Kang, Hyoung Goo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.4
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    • pp.277-301
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    • 2020
  • This study surveyed 503 adults to examine the effect of gaming disorder classification, recently announced by World Health Organization(WHO), when it is applied to Korean game market. Considering the difference in respondents' background knowledge on gaming disorder, half of the respondents were randomly assigned to read an informative news article describing WHO's decision and its expected effect on domestic game industry. Based on previous literature of gaming disorder, we categorized respondents into a normal-use group and a potentially problematic-use group. As a result of analyses, it was found that the gaming disorder classification would yield overall reduction of game-related consumption in terms of gaming time(24%), game cost(28%), the number of games(22%), etc. The potentially problematic group showed higher willingness to pay for gaming than the normal group did, even if the game cost presumably increases due to the gaming disorder classification. A similar outcome was observed in those with high stress levels. This implies that the policy to solve game addiction problems may ironically lead to unexpected cost increases to the target group of the policy. Hence, problematic groups, especially, highly stressful people and the people with the lack of self-control, need to be considered when the gaming disorder classification policy is established. Furthermore, the informative news article had the preventive effect on the attitude and the intention of the people with moderate or high self-control capacity, but not to the people with gaming-additive tendencies, Again, this finding confirms the necessity of the tweezers policy to refine target groups by their characteristics and prepare for differentiated policies. When the gaming disorder classification is simply adopted with no consideration of domestic circumstances, irreversible loss could affect Korean game users, game industries, and related companies. This calls for urgent cooperation between academia, government, and industry to set up appropriate measures to deal with the gaming disorder classification.