• Title/Summary/Keyword: object information

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Development of a Classification Method for Forest Vegetation on the Stand Level, Using KOMPSAT-3A Imagery and Land Coverage Map (KOMPSAT-3A 위성영상과 토지피복도를 활용한 산림식생의 임상 분류법 개발)

  • Song, Ji-Yong;Jeong, Jong-Chul;Lee, Peter Sang-Hoon
    • Korean Journal of Environment and Ecology
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    • v.32 no.6
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    • pp.686-697
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    • 2018
  • Due to the advance in remote sensing technology, it has become easier to more frequently obtain high resolution imagery to detect delicate changes in an extensive area, particularly including forest which is not readily sub-classified. Time-series analysis on high resolution images requires to collect extensive amount of ground truth data. In this study, the potential of land coverage mapas ground truth data was tested in classifying high-resolution imagery. The study site was Wonju-si at Gangwon-do, South Korea, having a mix of urban and natural areas. KOMPSAT-3A imagery taken on March 2015 and land coverage map published in 2017 were used as source data. Two pixel-based classification algorithms, Support Vector Machine (SVM) and Random Forest (RF), were selected for the analysis. Forest only classification was compared with that of the whole study area except wetland. Confusion matrixes from the classification presented that overall accuracies for both the targets were higher in RF algorithm than in SVM. While the overall accuracy in the forest only analysis by RF algorithm was higher by 18.3% than SVM, in the case of the whole region analysis, the difference was relatively smaller by 5.5%. For the SVM algorithm, adding the Majority analysis process indicated a marginal improvement of about 1% than the normal SVM analysis. It was found that the RF algorithm was more effective to identify the broad-leaved forest within the forest, but for the other classes the SVM algorithm was more effective. As the two pixel-based classification algorithms were tested here, it is expected that future classification will improve the overall accuracy and the reliability by introducing a time-series analysis and an object-based algorithm. It is considered that this approach will contribute to improving a large-scale land planning by providing an effective land classification method on higher spatial and temporal scales.

A Study on the Reproducibility of 3D Shape Model of Garden Cultural Heritage using Photogrammetry with SNS Photographs - Focused on Soswaewon Garden, Damyang(Scenic Site No.40) - (SNS 사진과 사진측량을 이용한 정원유산의 3차원 형상 재현 가능성 연구 - 명승 제40호 담양 소쇄원(潭陽 瀟灑園)을 대상으로 -)

  • Kim, Choong-Sik;Lee, Sang-Ha
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.36 no.4
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    • pp.94-104
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    • 2018
  • This study examined photogrammetric reconstruction techniques that can measure the original form of a cultural property utilizing photographs taken in the past. During the research process, photographs taken in the past as well as photograph on the internet of Soswaewon Garden in Damyang(scenic site 40) were collected and utilized. The landscaping structures of Maedae, Aiyangdan, Ogokmun Wall, and Yakjak and natural scenery Gwangseok, of which photographs can be taken from any 360 degree direction from a close distance or a far distance without any barriers in the way, were selected and tested for the possibility of reproducing three-dimensional shapes. The photography method of 151 landscape photographs (58.6%) from internet portal sites for the aforementioned five landscape subjects containing information on the date the photograph was taken, focal length, and exposure were analyzed. As a result of the analysis, it was revealed that the majority of the photographs tend to focus on important parts of each subject. In addition, we discovered that there are two or three photography methods that internet users preferred in regards to each landscape subject. For the purposes of the experiment, photographs in which a single scene consistently appears for each landscape subject and it was determined that there was a high level of preference related to the photography method were analyzed, and three-dimensional mesh shape model was produced with a photoscan program to analyze the reproducibility of three-dimensional shapes. Based on the results of the reproduction, it was relatively possible to reproduce three-dimensional shapes for artifacts such as Ogukmun wall, Maedae, and Aeyangdan, but it was impossible to reproduce three-dimensional images for natural scenery or an object that has similar texture such as Yakjak and Gwangseok. As a result of experimentation related to the reconstruction of three-dimensional shapes with the photographs taken on site using a photography method similar to that of the photographs selected as previously mentioned, there was success related to reproducing the three-dimensional shapes of Yakjak and Gwangseok, of which it was not possible to do so through the photographs that had been collected previously. In addition, through comparison of past and present images, it was possible to measure the exact sizes as well as discover any changes that have taken place. If past photographs taken by tourists or landscape architects of cultural properties can be obtained, the three-dimensional shapes from a particular period of time can be reproduced. If this technology becomes widespread, it will increase the level of accuracy and reliability in regards to measuring the past shapes of cultural landscape properties and examining any changes to the properties.

A History of Termite Control and Improvements to Prevent Termites in Wooden Architectural Heritage (국내외 흰개미 방제 기술의 발달 과정과 목조건축문화재의 흰개미 피해 저감을 위한 방안)

  • LEE, Sangbin;IM, Ikgyun;KIM, Sihyun
    • Korean Journal of Heritage: History & Science
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    • v.54 no.2
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    • pp.194-215
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    • 2021
  • Termites are important decomposers in the ecosystem. They are also economically significant structural pests. In this study, we reviewed the developments of termite control and recent research on termite management to provide information on the prevention and control of termites. In Korea, most of the damage to wooden historical buildings is caused by subterranean termites. Reticulitermes speratus kyushuensis is the main species, which is widely found throughout the country. In the early 1900s, inorganic insecticides, such as arsenic dust, were used for termite control. After the synthesis of chlorinated hydrocarbon pesticide in the 1940s, it was widely utilized and demonstrated high termite control efficacy. However, chlorinated hydrocarbon insecticides were later banned, disappearing from markets after reports emerged concerning environmental contamination and toxicity to humans. Therefore, the termite control industry sought a new termiticide; hence many pesticides were utilized for termite control. Organophosphate (1960s), carbamate (1970s), pyrethroid, and insect growth inhibitor (1980s) were newly synthesized and adopted. In the 1990s, the first commercial baits using chitin synthesis inhibitors (CSI) were developed, providing a means to eliminate an entire colony of subterranean termites around a structure. Many studies have been carried out on soil termiticides (liquid termiticides) and CSI baits to increase their efficacy, and different baits such as aboveground bait stations, fluid bait, and high-durability bait were also developed in the 2000s. In addition, the paradigm of termite control has shifted from localized treatments using soil termiticides to area-wide pest management using CSI baits to create termite-free zones and protect buildings over time. Termite infestations in wooden historical buildings in Korea have been reported since 1980, and considerable attention was drawn in the 1990s when several UNESCO world heritages such as the Jongmyo Shrine and the Janggyeong Panjeon Depositories of Haeinsa Temple were infested by subterranean termites. Since then, a survey of termite infestation in wooden architectural heritage has been conducted, and the National Research Institute of Cultural Heritage and Heritage Care Program regularly monitors those properties. Finally, we suggest termite management using primarily CSI baits, selective application of various soil treatments applied to the object, foundation soil treatment, research and development of durable termite baits, application of area-wide programs for wooden-building complexes, application of integrated termite management (ITM), and regular education for owners and managers to prevent and reduce termite damage.

A Study on the Methods of Mounting the Five Peaks Screen - With the focus on green bordering silk and gilt ornamentation (궁중 의례용 일월오봉도 병풍의 장황에 관한 고찰 - 초록색 회장 비단과 금박 장식을 중심으로 -)

  • PARK, Yoonhee
    • Korean Journal of Heritage: History & Science
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    • v.55 no.1
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    • pp.243-263
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    • 2022
  • The royal court of Joseon had a tradition of mounting the Irworobongdo, a painting of the sun, the moon and the five sacred peaks, symbols of the king's immortal presence and authority, on a folding screen and placing it in special spaces within the palace that were reserved for the king. While the Irworobongdo is generally accepted as the important ceremonial object of the royal palaces of Joseon, there have been few studies on the various folding screens used in the royal palaces, largely because the official records about such screens do not match the remaining original relics. In this study, the main discussion is focused on the diversity of the shapes and mounting materials of the Irworobongdoused for various ceremonies held in the royal palaces of Joseon based on the Uigwe, the official records of the royal protocols of the Joseon dynasty. The discussion also extends to the theme rarely studied so far, namely the original form of the Irworobongdo and its evolution in the following period. The ceremonial "five peak" folding screens (Obongbyeong) used at a number of important palace buildings, including the crown hall (Jeongjeon), royal funerary hall (Binjeon), spirit hall (Honjeon) and portrait shrine (Jinjeon), differed in shape and size from the folding screens used in royal celebratory events such as banquets, although the paintings themselves and the style of mounting them were essentially the same. The paintings were mounted on screens bordered with green silk and ornamented with floral gilt designs. The folding screens used in royal ceremonies were produced according to strict guidelines that required the ceremonies and mounting materials to be graded on the basis of the status of each screen. It was not until the 1960s that these ceremonial folding screens of the Joseon dynasty, which had been neglected during the period of Japanese colonial rule of Korea, began to undergo conservation treatment provided as part of a heritage preservation program. Unfortunately, many of the screens repaired in this period lost some of their original features - largely due to the use of non-traditional mounting techniques. Considering, however, that significant achievements have since been made in the heritage preservation field based on the use of historical evidence, it is now necessary to systematically use the repair history of the information about the remaining royal ceremonial folding screens to ensure that they are preserved and managed more effectively in the future.

Multi-resolution SAR Image-based Agricultural Reservoir Monitoring (농업용 저수지 모니터링을 위한 다해상도 SAR 영상의 활용)

  • Lee, Seulchan;Jeong, Jaehwan;Oh, Seungcheol;Jeong, Hagyu;Choi, Minha
    • Korean Journal of Remote Sensing
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    • v.38 no.5_1
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    • pp.497-510
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    • 2022
  • Agricultural reservoirs are essential structures for water supplies during dry period in the Korean peninsula, where water resources are temporally unequally distributed. For efficient water management, systematic and effective monitoring of medium-small reservoirs is required. Synthetic Aperture Radar (SAR) provides a way for continuous monitoring of those, with its capability of all-weather observation. This study aims to evaluate the applicability of SAR in monitoring medium-small reservoirs using Sentinel-1 (10 m resolution) and Capella X-SAR (1 m resolution), at Chari (CR), Galjeon (GJ), Dwitgol (DG) reservoirs located in Ulsan, Korea. Water detected results applying Z fuzzy function-based threshold (Z-thresh) and Chan-vese (CV), an object detection-based segmentation algorithm, are quantitatively evaluated using UAV-detected water boundary (UWB). Accuracy metrics from Z-thresh were 0.87, 0.89, 0.77 (at CR, GJ, DG, respectively) using Sentinel-1 and 0.78, 0.72, 0.81 using Capella, and improvements were observed when CV was applied (Sentinel-1: 0.94, 0.89, 0.84, Capella: 0.92, 0.89, 0.93). Boundaries of the waterbody detected from Capella agreed relatively well with UWB; however, false- and un-detections occurred from speckle noises, due to its high resolution. When masked with optical sensor-based supplementary images, improvements up to 13% were observed. More effective water resource management is expected to be possible with continuous monitoring of available water quantity, when more accurate and precise SAR-based water detection technique is developed.

Development of deep learning network based low-quality image enhancement techniques for improving foreign object detection performance (이물 객체 탐지 성능 개선을 위한 딥러닝 네트워크 기반 저품질 영상 개선 기법 개발)

  • Ki-Yeol Eom;Byeong-Seok Min
    • Journal of Internet Computing and Services
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    • v.25 no.1
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    • pp.99-107
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    • 2024
  • Along with economic growth and industrial development, there is an increasing demand for various electronic components and device production of semiconductor, SMT component, and electrical battery products. However, these products may contain foreign substances coming from manufacturing process such as iron, aluminum, plastic and so on, which could lead to serious problems or malfunctioning of the product, and fire on the electric vehicle. To solve these problems, it is necessary to determine whether there are foreign materials inside the product, and may tests have been done by means of non-destructive testing methodology such as ultrasound ot X-ray. Nevertheless, there are technical challenges and limitation in acquiring X-ray images and determining the presence of foreign materials. In particular Small-sized or low-density foreign materials may not be visible even when X-ray equipment is used, and noise can also make it difficult to detect foreign objects. Moreover, in order to meet the manufacturing speed requirement, the x-ray acquisition time should be reduced, which can result in the very low signal- to-noise ratio(SNR) lowering the foreign material detection accuracy. Therefore, in this paper, we propose a five-step approach to overcome the limitations of low resolution, which make it challenging to detect foreign substances. Firstly, global contrast of X-ray images are increased through histogram stretching methodology. Second, to strengthen the high frequency signal and local contrast, we applied local contrast enhancement technique. Third, to improve the edge clearness, Unsharp masking is applied to enhance edges, making objects more visible. Forth, the super-resolution method of the Residual Dense Block (RDB) is used for noise reduction and image enhancement. Last, the Yolov5 algorithm is employed to train and detect foreign objects after learning. Using the proposed method in this study, experimental results show an improvement of more than 10% in performance metrics such as precision compared to low-density images.

Change Acceptable In-Depth Searching in LOD Cloud for Efficient Knowledge Expansion (효과적인 지식확장을 위한 LOD 클라우드에서의 변화수용적 심층검색)

  • Kim, Kwangmin;Sohn, Yonglak
    • Journal of Intelligence and Information Systems
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    • v.24 no.2
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    • pp.171-193
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    • 2018
  • LOD(Linked Open Data) cloud is a practical implementation of semantic web. We suggested a new method that provides identity links conveniently in LOD cloud. It also allows changes in LOD to be reflected to searching results without any omissions. LOD provides detail descriptions of entities to public in RDF triple form. RDF triple is composed of subject, predicates, and objects and presents detail description for an entity. Links in LOD cloud, named identity links, are realized by asserting entities of different RDF triples to be identical. Currently, the identity link is provided with creating a link triple explicitly in which associates its subject and object with source and target entities. Link triples are appended to LOD. With identity links, a knowledge achieves from an LOD can be expanded with different knowledge from different LODs. The goal of LOD cloud is providing opportunity of knowledge expansion to users. Appending link triples to LOD, however, has serious difficulties in discovering identity links between entities one by one notwithstanding the enormous scale of LOD. Newly added entities cannot be reflected to searching results until identity links heading for them are serialized and published to LOD cloud. Instead of creating enormous identity links, we propose LOD to prepare its own link policy. The link policy specifies a set of target LODs to link and constraints necessary to discover identity links to entities on target LODs. On searching, it becomes possible to access newly added entities and reflect them to searching results without any omissions by referencing the link policies. Link policy specifies a set of predicate pairs for discovering identity between associated entities in source and target LODs. For the link policy specification, we have suggested a set of vocabularies that conform to RDFS and OWL. Identity between entities is evaluated in accordance with a similarity of the source and the target entities' objects which have been associated with the predicates' pair in the link policy. We implemented a system "Change Acceptable In-Depth Searching System(CAIDS)". With CAIDS, user's searching request starts from depth_0 LOD, i.e. surface searching. Referencing the link policies of LODs, CAIDS proceeds in-depth searching, next LODs of next depths. To supplement identity links derived from the link policies, CAIDS uses explicit link triples as well. Following the identity links, CAIDS's in-depth searching progresses. Content of an entity obtained from depth_0 LOD expands with the contents of entities of other LODs which have been discovered to be identical to depth_0 LOD entity. Expanding content of depth_0 LOD entity without user's cognition of such other LODs is the implementation of knowledge expansion. It is the goal of LOD cloud. The more identity links in LOD cloud, the wider content expansions in LOD cloud. We have suggested a new way to create identity links abundantly and supply them to LOD cloud. Experiments on CAIDS performed against DBpedia LODs of Korea, France, Italy, Spain, and Portugal. They present that CAIDS provides appropriate expansion ratio and inclusion ratio as long as degree of similarity between source and target objects is 0.8 ~ 0.9. Expansion ratio, for each depth, depicts the ratio of the entities discovered at the depth to the entities of depth_0 LOD. For each depth, inclusion ratio illustrates the ratio of the entities discovered only with explicit links to the entities discovered only with link policies. In cases of similarity degrees with under 0.8, expansion becomes excessive and thus contents become distorted. Similarity degree of 0.8 ~ 0.9 provides appropriate amount of RDF triples searched as well. Experiments have evaluated confidence degree of contents which have been expanded in accordance with in-depth searching. Confidence degree of content is directly coupled with identity ratio of an entity, which means the degree of identity to the entity of depth_0 LOD. Identity ratio of an entity is obtained by multiplying source LOD's confidence and source entity's identity ratio. By tracing the identity links in advance, LOD's confidence is evaluated in accordance with the amount of identity links incoming to the entities in the LOD. While evaluating the identity ratio, concept of identity agreement, which means that multiple identity links head to a common entity, has been considered. With the identity agreement concept, experimental results present that identity ratio decreases as depth deepens, but rebounds as the depth deepens more. For each entity, as the number of identity links increases, identity ratio rebounds early and reaches at 1 finally. We found out that more than 8 identity links for each entity would lead users to give their confidence to the contents expanded. Link policy based in-depth searching method, we proposed, is expected to contribute to abundant identity links provisions to LOD cloud.

Efficient Topic Modeling by Mapping Global and Local Topics (전역 토픽의 지역 매핑을 통한 효율적 토픽 모델링 방안)

  • Choi, Hochang;Kim, Namgyu
    • Journal of Intelligence and Information Systems
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    • v.23 no.3
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    • pp.69-94
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    • 2017
  • Recently, increase of demand for big data analysis has been driving the vigorous development of related technologies and tools. In addition, development of IT and increased penetration rate of smart devices are producing a large amount of data. According to this phenomenon, data analysis technology is rapidly becoming popular. Also, attempts to acquire insights through data analysis have been continuously increasing. It means that the big data analysis will be more important in various industries for the foreseeable future. Big data analysis is generally performed by a small number of experts and delivered to each demander of analysis. However, increase of interest about big data analysis arouses activation of computer programming education and development of many programs for data analysis. Accordingly, the entry barriers of big data analysis are gradually lowering and data analysis technology being spread out. As the result, big data analysis is expected to be performed by demanders of analysis themselves. Along with this, interest about various unstructured data is continually increasing. Especially, a lot of attention is focused on using text data. Emergence of new platforms and techniques using the web bring about mass production of text data and active attempt to analyze text data. Furthermore, result of text analysis has been utilized in various fields. Text mining is a concept that embraces various theories and techniques for text analysis. Many text mining techniques are utilized in this field for various research purposes, topic modeling is one of the most widely used and studied. Topic modeling is a technique that extracts the major issues from a lot of documents, identifies the documents that correspond to each issue and provides identified documents as a cluster. It is evaluated as a very useful technique in that reflect the semantic elements of the document. Traditional topic modeling is based on the distribution of key terms across the entire document. Thus, it is essential to analyze the entire document at once to identify topic of each document. This condition causes a long time in analysis process when topic modeling is applied to a lot of documents. In addition, it has a scalability problem that is an exponential increase in the processing time with the increase of analysis objects. This problem is particularly noticeable when the documents are distributed across multiple systems or regions. To overcome these problems, divide and conquer approach can be applied to topic modeling. It means dividing a large number of documents into sub-units and deriving topics through repetition of topic modeling to each unit. This method can be used for topic modeling on a large number of documents with limited system resources, and can improve processing speed of topic modeling. It also can significantly reduce analysis time and cost through ability to analyze documents in each location or place without combining analysis object documents. However, despite many advantages, this method has two major problems. First, the relationship between local topics derived from each unit and global topics derived from entire document is unclear. It means that in each document, local topics can be identified, but global topics cannot be identified. Second, a method for measuring the accuracy of the proposed methodology should be established. That is to say, assuming that global topic is ideal answer, the difference in a local topic on a global topic needs to be measured. By those difficulties, the study in this method is not performed sufficiently, compare with other studies dealing with topic modeling. In this paper, we propose a topic modeling approach to solve the above two problems. First of all, we divide the entire document cluster(Global set) into sub-clusters(Local set), and generate the reduced entire document cluster(RGS, Reduced global set) that consist of delegated documents extracted from each local set. We try to solve the first problem by mapping RGS topics and local topics. Along with this, we verify the accuracy of the proposed methodology by detecting documents, whether to be discerned as the same topic at result of global and local set. Using 24,000 news articles, we conduct experiments to evaluate practical applicability of the proposed methodology. In addition, through additional experiment, we confirmed that the proposed methodology can provide similar results to the entire topic modeling. We also proposed a reasonable method for comparing the result of both methods.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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The Study of Dinning-out Behavior and Preference on Korean Foods by Age Groups (외식소비자의 연령별 외식행동과 한식에 대한 선호도 조사연구 - 서울, 경기, 천안 지역을 중심으로 -)

  • Yoon, Hei-Ryeo
    • Journal of the Korean Society of Food Culture
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    • v.20 no.5
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    • pp.608-614
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    • 2005
  • The object of this research is to analyze and classify the dining-out behavior and preference on Korean food by age groups and to make counter proposals for better marketing and planning strategies. Major dining out motives were lack of time, the easiness of preparation, and schedule. For lunch, the schedule was the major dining-out motive. For dinner, the respondents in their 30s and below answered social gathering was their major dining-out motive (40.7% and 31.3% respectively). On the other hand, for the respondents in their 40s and 50s, the family gathering was the major dining motive (50.4% and 55.3% respectively) (${\chi}^{2}=68.081,\;p<0.001$). For dining out frequency, 1-2 dining out per a week had the highest percentage, among which the respondents in their 30s was 42.9% (the highest) and the respondents in their 50s was 18% (the lowest). For the dining-out cost, the respondents in their 30s and below spent more on dinner rather than breakfast or lunch. For the menu preference of Korean foods, Doenjangjigae had the highest percentage. In case of Kimchi, the respondents in their 40s showed higher preference than the respondents in their 30s. Interestingly, the preference for Kimchi was higher in the respondents younger than 30 rather than in the respondents in their 30s. and the respondents older than 40 (p<0.05). Preference for Jangachi was considerably low in the respondents younger than 40, which implies that younger people don't incline to traditional Korean Mitbanchan. The dining-out motive was different in each age group. Now, the dining out motive is not restricted to home meal replacement. Social gatherings are increasing and the consumers of dining-out industry are being diversified. These suggest the increased need for classifying and analyzing the consumers by age groups to get more information on consumer behavior and tastes.