• Title/Summary/Keyword: purchase stage

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The Development of A Tour Application Book Using Contents Concerned with Busan Tour (부산 관광콘텐츠를 활용한 여행 앱북 <레인보우 부산> 개발)

  • Chang, Eun Jin;Yun, Tae Soo
    • Smart Media Journal
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    • v.4 no.4
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    • pp.93-100
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    • 2015
  • Markets of e-book and app book in Korea see novel as genre literature and webtoon account for 80 percents in sales so that market share is too based towards some specific fields. In readiblily and easy-to-buy convenience, different from paper books mostly sold off-line, app books are more advantageous but it works as a weak point to take long to publicly spread them before they are generally accepted. Meanwhile, the sales of the e-book market in Korea has been steeply risen. Further, the market is not only restricted to genre literature but also has come into the stage that various experimental challenges are issued in the field of publication contents. This study is aimed at developing the sightseeing app book as a future web-mobile platform with planning and develping the first app book dealing with localized contents based on Busan tour contents, making up for its defect that it offers only current simple information and then suggesting a strategy that the travelers' app book should be available for constant utilization connected to purchase by charged download.

Research of Convergence Character Customizing Process in Game (게임에서 캐릭터의 융복합 커스터마이징 사례 분석)

  • Ha, Ye-Jin;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.423-431
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    • 2016
  • Customizing system is known as an important factor which affects not only purchase, loyalty and immersion of the user. In this study, we explore the concept of character-customizing system in the early stage of a game; on the basis of it, we compare cases by analyzing and schematizing certain types of systems which many games stick to. Customizing system types are divided into a basic case and a differentiated convergence case; based on it, they are classified into four types: Realistic, Creation, Individual, Additional; plus, another customizing system case out of games is also analyzed. To improve customer loyalty, a system like a differentiated case that attracts user participation is essential. Through a variety of character customization convergence cases shown in this study, we expect them to be used as game production guides. By enlarging the range of the study, we expect further studies to cover more cases.

Status of Use and Evaluation of Materials of Sexual Education for Child and Adolescent in Schools, Korea (아동 및 청소년 성교육 자료의 활용 실태와 평가)

  • Jeong Geum-Hee;Yang Soon-Ok;Baik Sung-Hee
    • Child Health Nursing Research
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    • v.8 no.3
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    • pp.313-321
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    • 2002
  • We would like to suggest the guideline of use of materials of sexual education for adolescent in school by examining the status of use of materials and by evaluating the video materials frequently used. Survey was done by enquetes on status of use of materials of sexual education from school nurses in 190 primary, 44 middle and 50 high schools in Seoul, Kyonggi-do and Kangwon-do from August 1999 to February 2000. The frequently used 84 videotapes were evaluated on their contents. As for the status of use, 99.3% of subjected schools possessed the materials for sexual education. Decision of purchase was determined according to the review of contents (92.6%). Information about materials was received by the advertisement in newspapers or broadcasting (46.1%) or recommendation of peer teacher (32.4%). Videotape was most frequently used (64.1%) rather than books or CD. Teachers concerns on the materials were the educational content according to developmental stage of students (41.9%), content provoking interest (33.5%) and concrete guide for teacher (10.6%). As for the evaluation of the contents of videotapes, a subject of education was not described out of 46.6%. Videotape producer were mostly the Government-affiliated institutes or non-profit organizations (86.8%). The year of production was indicated from 41.7%. Running time range of 21-30 minutes was highest (55.9%). The price was marked in only one videotape. Subjects of contents were general sexual education (34.5%), sexual violence or sexual harassment (21.4%), pregnancy and contraception (14.2%) and AIDS and sexually transmitted diseases (8.3%) and dating and adolescent change (4. 8%), and etc (11.9 %). According to above results, we suggested that materials for sexual education should be completed with a description on the subjected group, summary of content, information on the tape producer, year of production, running time and sale price.

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Digital Life Index of Babyboom Generation (베이비붐세대의 디지털라이프 지수)

  • Kwon, Soon-Jae;Kim, Mee Ryoung
    • The Journal of Information Systems
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    • v.23 no.1
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    • pp.161-184
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    • 2014
  • Our study measures the Digital Life Index (DLI) of baby boomers by considering the utilization of digital devices in their everyday life. The study was conducted by implementing the following three-step approach: (1) development of survey questions and data collection; (2) build Digital Life Index (DLI) model and lastly; (3) empirical analysis using the Digital Life Index (DLI). In the first stage in order to develop the survey questions to measure the digital index, two surveys were conducted. For the first preliminary survey, it was done based on the existing literatures which enabled this investigation through FGI analysis involving real professionals. The second survey was conducted by commissioning a specialized external firm. In this survey, a total of 400 data was collected to verify the validity and objectivity of the data sample. The data gathered through the survey questions was used to develop the digital index. Firstly, the appropriate factors were extracted by conducting factor analysis. This factor analysis validates and verifies the factors which are appropriate in measuring Digital Life Index (DLI). The derived factors are broadly divided into five main factors. The first factor describes the possession, purchase and use of digital device (x1). Meanwhile, the second factor describes the digital device's software (x2) and the third factor describes the participation in utilizing digital device (x3). The fourth factor describes the utilization of digital device in human personal relationship (x4) and lastly, the fifth factor describes the effect of digital device in everyday life and work environment (x5). Secondly, the digital index model was developed. The variables to represent the Digital Life Index (DLI) are ${\chi}1t,{\chi}2t,{\chi}3t,{\chi}4t$ and ${\chi}5t$. Furthermore, as experience in using the digital index grows overtime, the growth can be represented by the "S" shape. Based on the results, Digital Life Index(DLI) is distributed with the highest point at 90.3 and the lowest point at 25.9.

An Analysis on the Change of Existing Building-related System in Urban Parks (도시공원 내 기존 건축물 제도의 변천 과정 분석)

  • Oh, Chang-Song;Sim, Ji-Soo
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.10
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    • pp.115-126
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    • 2019
  • Existing buildings in urban parks are a kind of thing that has been settled and occupied on the site of an unexecuted park. The aim of this study is to identify nature by analyzing the causality and path-dependency through the transformation of the relevant system. The scope of the study was set up as a system for the occupancy of urban parks from 1934 when the building restriction system was established to 2000 when purchase claim (매수청구권) was introduced. The method of study was to get correlation by harmonizing the external and internal mechanisms affecting the relevant institution. The related system showed a modest change in the fourth stage, polymerizing the initial system. In the 1950s and 1960s, the existing buildings in urban parks were 'disguised' by government and the 'regulation' principle was applied since 1967. In the 1980s, the principle of 'protection' and 'support' for parks was added, but in the 1990s, the principle of regulation began to be lifted as the long-term unexecuted urban park (장기미집행 도시공원) problem continued for more than 60 years. Although the public concept of land ownership (토지공개념) has worked strongly for nearly 30 years since 1960, the system has developed into a form of deregulation since 1980. The nature of the relevant institution is first, dependent on the higher-level system and vertical. Second, it implies a conflict of restrictions and acceptance. Third, it is a temporary measure of the park problem. Therefore, the relevant system has long been enhancing the encroachment requirements on urban parks, so fundamental readjustment is needed in the future.

A study on the implementation plan of deposit system for management of fishing gear (어구 관리를 위한 보증금제 실행방안 연구)

  • Dong-Yang KANG;Seonghun KIM;Kyunghoon LEE;Yoo-Won LEE
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.59 no.4
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    • pp.377-386
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    • 2023
  • As discarded fishing gear settles or floats on the seabed, it destroys the spawning and habitat of fisheries resources that causes various safety accidents and adverse effects on the environment, such as generating microplastics and causing ship accidents. In order to solve this problem, this study is intended to present an implementation plan for establishing a fishing gear deposit system in order to use it as basic data for establishing policies for fishing gear management in Korea. In order to successfully implement the fishing gear deposit system, the deposit system must be established in the form of fishing gear completed at the production stage. It was found that the marking of the object should be easy, and that determining an appropriate deposit amount to motivate the return of waste fishing gear and establishing a convenient return procedure for returned waste fishing gear were important factors. In addition, transparent management of unreturned deposits and mandatory use of fishing gear subject to the deposit system for fishermen will be necessary. The role of a specialized organization to manage and operate all of these procedures is also very important. It is necessary to establish a new mandatory provision in the Fisheries Act to require fishermen who directly use fishing gear to use fishing gear with a deposit refund mark, and to ensure the implementation of the deposit system by linking it with the evaluation items of government policy projects. Since the main purpose of the deposit system is to collect discarded fishing gear, a support plan will be necessary in accordance with the purchase project for fishing waste salvaged by local governments in 2020.

A Study on the Propensity to Purchase Babies' Cosmetics (베이비화장품의 구매행태에 관한 연구 - 대구, 경북 지역을 중심으로 -)

  • Lee Kyung-Hwa;Kim Ju-Duck
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.31 no.2 s.51
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    • pp.169-177
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    • 2005
  • The propensity to purchase babies' cosmetics is investigated and analysed for this research. The synopsis of this research paper is as follows. The first, the $68\%$ of all respondents do not how a manufacturer or brand name in the reality of variously emerging domestic and import cosmetics for babies. The second, in case of a child haying a fair, sensitive skin or atopy (atopic dermatitis), the respondents are careful in choosing babies cosmetics but in case of a child having a normal skin the older a child grows from a stage of a new-born, a baby and an infant to a primary-school child, the older its mother is, the more respondents use adults' cosmetics in common rather than use cosmetics only for babies. $7.6\%$ of respondents do not use babies' cosmetirs at ail. Especially, in using bathing goods such as a shampoo or a body cleanser, they frequently use adults' cosmetics in common. The third, the qualify is taken into the utmost consideration in purchasing babies' cosmetics. The Quality of imports is trusted and preferred better than that of domestic goods. The cost of purchasing babies cosmetics is less than 10,000 Won. consumers recognize that the price or cosmetics is rather high. The last, the improvement or babies cosmetics is 'the safety of goods', answered by $56.5\%$ of respondents. The respondents are generally not satisfied with babies' cosmetics. So, a baby's skin is threatened by a newly-built house syndrome, the increase of atopic dermatitis, etc., caused by an environmental pollutions, a change of diet and a change of residential life. Under these actual conditions, babies' cosmetics which can protect a delicate and sensitive skin of a baby should be developed immediately. Consumers should have a correct choice with precise recognition and information on a baby's skin and cosmetics and continually use the efficacious and excellent babies' cosmetics to prevent a baby from a skin irritation, and need to show a keen interest in a healthy skin of a baby.

Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

The Consumer Acceptance of MP3-playing Clothing and Bio-Signal Sensing Clothing Considered in the Technology Acceptance Model (혁신기술수용모델의 관점에서 고찰한 MP3-playing 의류와 생체신호 센싱 의류의 수용도)

  • Chae, Jin-Mie;Cho, Hyun-Seung;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.289-298
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    • 2009
  • An analysis was carried out for this study to figure out if there exists any differences in the model consumers accept for commercialized MP3-playing clothing and bio-signal sensing clothing. To analyze the differences of the structural variables of the products types, t-test was conducted with SPSS 15.0 package and multi-group analysis with AMOS 5.0 to find out the differences of each path goes with product types in structural equation model. In analytical results of effective sample of 557 copies of questionnaire, consumers' were highly aware of MP3-playing clothing in perceived ease of use, while they were aware relatively high of bio-signal sensing clothing in perceived usefulness, attitudes, consumer acceptance. The perceived value which was input to find out consumers awareness about sale price of commercialized products, was proven to do very important moderating role in forming consumers' attitudes and acceptance intention. Besides, consumers showed a difference in path in accepting model goes with product types. In bio-signal sensing clothing case, 'the perceived usefulness$\rightarrow$attitudes' path which was backed up in MP3-playing clothing was rejected, and 'perceived value$\rightarrow$attitudes' path appeared relatively high with moderating role of perceived value higher than MP3-playing clothing. Considering the results above, as the smart clothing is in the initiative commercialization stage while consumers were in the inquiry stage into awareness or information necessary in the course of purchase decision-making, and so an effective commercialization strategy seems to be necessary.

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Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.