• 제목/요약/키워드: smart tourism development

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The Effect of Xiaohongshu Service Quality on the Stickiness Through the Emotional Responses of Users

  • Jie, Xu;Park, Chanuk;Lee, Sin-Bok
    • International journal of advanced smart convergence
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    • 제10권4호
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    • pp.183-197
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    • 2021
  • Xiaohongshu is called China's Instagram and is leading overseas product purchases and culture sharing. The purpose of this study is to investigate the structural relationship between Xiaohongshu service quality, emotional response perceived by users, and adhesion to confirm the impact on Xiaohongshu's adhesion at a time when non-face-to-face activities due to COVID-19 have increased. This study distributed and collected questionnaires from October 1st to October 7th, 2021, targeting 210 online shopping mall users. The research results were derived from a total of 206 questionnaires, excluding 4 questionnaires such as omission of record contents, and the causal relationship of the existing PAD model was attempted to be reported by revising and supplementing the existing PAD model. As a result of the study, first, it was confirmed that design among service quality had a positive effect only on ventilation during the user's emotional response. Second, it was confirmed that information among service quality had a positive effect on pleasure and ventilation among users' emotional responses. Third, it was found that security among service quality had a positive effect on pleasure among users' emotional responses. Finally, it was found that pleasure and ventilation had a positive effect on adhesion in the user's emotional response. Based on this result, it is expected that it will be used for operation on other online platforms than the plan for the development of Xiaohongshu.

A Study on the Consumer Perception and Keyword Analysis of Meal-kit Using Big Data

  • Jung, Sunmi;Ryu, Gihwan;Lim, Jeongsook;Kim, Heeyoung
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권2호
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    • pp.206-211
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    • 2022
  • As the level of consumption is improved and cultural life is pursued, the consumer's consciousness structure is rapidly changing, and the demand for product selection level, variety, and quality is becoming more diverse. The restaurant economy is falling due to the prolonged COVID-19, the economic recession, income decline, and changes in population structure and lifestyle, but the Meal- kit market is growing rapidly. This study aims to identify the consumer perception of Meal-kit, which is rapidly growing as an alternative to existing meals in the fields of dining out, food, and distribution due to the development of technology and social environment using big data. As a result of the analysis, the keywords with the highest frequency of appearance were in the order of Meal-kit, Cooking, Product, Launching, and Market and were divided into 8 groups through the CONCOR analysis. We want to identify consumer trends related to the key keywords of Meal-kit, present effective data related to Meal-kit demand for Meal-kit specialized companies, and provide implications for establishing marketing strategies for differentiated competitive advantage.

A Study on Algorithm Selection and Comparison for Improving the Performance of an Artificial Intelligence Product Recognition Automatic Payment System

  • Kim, Heeyoung;Kim, Dongmin;Ryu, Gihwan;Hong, Hotak
    • International Journal of Advanced Culture Technology
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    • 제10권1호
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    • pp.230-235
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    • 2022
  • This study is to select an optimal object detection algorithm for designing a self-checkout counter to improve the inconvenience of payment systems for products without existing barcodes. To this end, a performance comparison analysis of YOLO v2, Tiny YOLO v2, and the latest YOLO v5 among deep learning-based object detection algorithms was performed to derive results. In this paper, performance comparison was conducted by forming learning data as an example of 'donut' in a bakery store, and the performance result of YOLO v5 was the highest at 96.9% of mAP. Therefore, YOLO v5 was selected as the artificial intelligence object detection algorithm to be applied in this paper. As a result of performance analysis, when the optimal threshold was set for each donut, the precision and reproduction rate of all donuts exceeded 0.85, and the majority of donuts showed excellent recognition performance of 0.90 or more. We expect that the results of this paper will be helpful as the fundamental data for the development of an automatic payment system using AI self-service technology that is highly usable in the non-face-to-face era.

실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 연구 (A Study on the Design Method of Physical Convergence Game for Leisure use of Silver Generation)

  • 김태규;김경배;강신영
    • 디지털융복합연구
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    • 제18권6호
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    • pp.419-424
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    • 2020
  • 의료 기술의 발전과 생활수준의 향상으로 인해 고령화 시대가 초래되었다. 이와 더불어 기술의 발전과 컴퓨터의 대중화로 인해 콘텐츠 사업이 발전하며 여러 기능성게임이 출시되고 있다. 이러한 기능성게임 중 앞의 고령화 시대의 큰 문제점 중의 하나인 치매 등의 문제를 해결하기 위해 실버 기능성게임이 나오고 있다. 본 연구에서는 실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 중 운동적인 요소에 입각하여 설계 시 도움이 되는 요소에 대해 제안하기 위해 앞선 연구를 분석하였다. 분석한 내용을 근거로 여가제약 요인을 통해 치매 예방 체감형 운동 요소 모델을 제시하였다. 향후 본 연구에서 제시한 치매 예방 체감형 운동 요소 모델을 적용해 실버 체감형 기능성 게임을 설계한다면 장기적으로 효과적이고 효율적인 실버 게임이 출연할 것으로 기대한다.

3D프린팅을 활용한 스토리 기반 성장형 콘텐츠 개발 (Development of story-based growth type content using 3D printing)

  • 이영천
    • 문화기술의 융합
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    • 제4권1호
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    • pp.27-32
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    • 2018
  • 최근 AR 기반 스토리텔링을 위한 체험학습 콘텐츠가 많이 개발되고 있는 추세이다. 본 논문에서는 3D프린터를 활용하여 체험학습의 흥미와 재미를 더할 수 있는 스토리기반의 성장형 콘텐츠를 개발하고자 한다. 3D프린터를 활용하여 출력한 캐릭터는 개인 기념품으로 소장함으로써 그 가치를 상승시킬 수 있고, 성장형 콘텐츠를 통해 지역문화와 역사 그리고 관광 생태 체험을 함으로써 이해와 재미를 증진시킬 수 있어 교육 효과를 향상시킬 수 있다. 본 연구의 목적은 체험학습 할 지역의 문화와 생태에 대해 오브젝트 스마트 디바이스에서 가상으로 생성시켜 성장과정을 거친 후 3D 프린터를 활용하여 결과물을 개인 기념품으로 출력함으로써 교육 효과를 높일 수 있는 체험 학습용 콘텐츠 애플리케이션을 개발하는 것이다. 개발된 체험 학습용 콘텐츠 어플리케이션은 학생 및 관광객을 대상으로 관광 정보 제공 및 학습용 콘텐츠로 활용 할 수 있으며, 3D프린팅 기술을 통해 다양한 콘텐츠 개발을 하기 위한 새로운 원동력이 될 수 있다.

A Study on Self-medication for Health Promotion of the Silver Generation

  • Oh, Soonhwan;Ryu, Gihwan
    • International Journal of Advanced Culture Technology
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    • 제8권4호
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    • pp.82-88
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    • 2020
  • With the development of medical care in the 21st century and the rapid development of the 4th industry, electronic devices and household goods taking into account the physical and mental aging of the silver generation have been developed, and apps related to health and health are generally developed and operated. The apps currently used by the silver generation are a form that provides information on diseases by focusing on prevention rather than treatment, such as safety management apps for the elderly living alone and methods for preventing diseases. There are not many apps that provide information on foods that have a direct effect and nutrients in that food, and research on apps that can obtain information about individual foods is insufficient. In this paper, we propose an app that analyzes food factors and provides self-medication for health promotion of the silver generation. This app allows the silver generation to conveniently and easily obtain information such as nutrients, calories, and efficacy of food they need. In addition, this app collects/categorizes healthy food information through a textom solution-based crawling agent, and stores highly relevant words in a data resource. In addition, wide deep learning was applied to enable self-medication recommendations for food. When this technique is applied, the most appropriate healthy food is suggested to people with similar eating patterns and tastes in the same age group, and users can receive recommendations on customized healthy foods that they need before eating. This made it possible to obtain convenient healthy food information through a customized interface for the elderly through a smartphone.

The New Ecosystem of Cross-border E-Commerce among Korea, China and Japan Based on Blockchain

  • Shen, Xiang-Dong;Chen, Xi;Ji, Ran;Wu, Ren-Hong
    • Journal of Korea Trade
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    • 제24권5호
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    • pp.87-105
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    • 2020
  • Purpose - The purpose of the study is to propose a theoretical framework of cross-border e-commerce ecosystems based on blockchain technology. The ecosystem includes five systems, namely, crossborder supply chain intelligent system, cross-border logistics system, cross-border payment system, cross-border product quality traceability system and cross-border customs supervision system. Design/methodology - This study firstly derived the main improvement factors for the new ecosystem based on blockchain through prior research and expert interviews on cross-border e-commerce. Then explored the use of virtue of decentralization, anti-counterfeiting traceability, consensus mechanism, smart contract and other means of the core technology of blockchain to overcome the bottleneck of cross-border e-commerce development among Korea, China, and Japan. Finally, proposed valuable implications in both theoretical and practical perspectives. Findings - As a result, we combined with the problems existing in cross-border e-commerce among Korea, China and Japan, this paper proposes a solution based on blockchain. On this basis, it constructs a cross-border e-commerce ecosystem among these three countries, including five systems. In addition, we discuss the main problems existing in the current blockchain, such as low transaction concurrency, security loopholes, and inconsistent standards, the corresponding countermeasures are proposed from the technical level, security level and industry standards. Originality/value - This study is the first to apply the blockchain technology to solve the cross-border e-commerce problems in Korea, China and Japan, which is of pioneering significance in both literature and practice. Block chain technology is in the ascendency. This study provides technical solutions for promoting the development of cross-border e-commerce import and export trade between Korea, China and Japan.

제조업에서의 성공적인 기술투자 전략에 대한 연구: 퍼지셋 질적비교분석 (Successful Technology Investment Strategy in Manufacturing Industry: Fuzzy-set Qualitative Comparative Analysis (fsQCA) Approach)

  • 구윤모;함주연;이재남
    • 경영정보학연구
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    • 제19권4호
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    • pp.1-25
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    • 2017
  • 재무적 성과 측면의 높은 불확실성에도 불구하고, 기업들은 기술에 대한 투자를 지속적으로 확대하고 있다. 이는 기업들이 단기적 운영효율성의 증대는 물론 지속적 경쟁우위를 창출하고 유지하는 데 있어 기술투자를 중요하게 인식하고 있기 때문이다. 주목할 점은 개별 기업의 기술투자 전략과 그에 따른 세부적인 양상 혹은 패턴이 동일 산업 내에서도 상이한 모습을 보이고 있으며, 이러한 차이점이 궁극적인 기업성과의 차이로 이어지고 있다는 것이다. 본 연구는 이러한 기술투자를 전통적인 R&D 투자와 IT 투자로 구분하고, 두 가지 유형의 기술투자가 조합되어 만들어 내는 일종의 기술투자 패턴이 기업규모 및 공급사슬 상에서의 위치에 따라 기업성과에 어떤 영향을 미치고 있는 지에 대해 살펴보았다. 이를 위해 국내 562개 제조기업을 대상으로 수집된 데이터를 퍼지셋 질적비교분석(fsQCA: fuzzy-set Qualitative Comparative Analysis)을 통해 살펴보았다. 분석 결과, 상대적으로 기업규모가 큰 기업의 경우 세부적인 기술투자 패턴이 기업성과에 미치는 영향의 정도가 낮은 것으로 나타난 반면, 규모가 작은 기업의 경우 그 영향의 정도가 큰 것으로 나타났으며, 공급사슬 상에서의 위치에 따른 영향 역시 큰 것으로 나타났다. 이는, 기업규모가 작은 기업일수록 높은 기업성과를 얻기 위해서는 주어진 경영환경에 따라 보다 적합한 형태의 기술투자 전략이 요구된다는 것을 의미한다.

낙동정맥 보전을 위한 마을기반 자원평가 (Evaluating Village-based Resources for Conserving Nakdong-Jeongmaek)

  • 김태수;황신희;조기환;김수진;장갑수
    • 한국환경복원기술학회지
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    • 제23권4호
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    • pp.47-58
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    • 2020
  • This study was done to evaluate resources distributed around the Nakdong-Jeongmaek which is the eastern ridge line of the Nakdong-river basin with 437km in length. Here we found and/or searched for thousands of resources within each of 210 villages around the ridge, which were divided into six categories including landscape, natural park, protected area, history, tourism and biodiversity. An inventory was also created using an attribute table in a shape file for identifying the spatial location and property for every resource existing in each village. Each of fields for six-typed resources has 210 records representing each village and resources within it. If a resource exists in a village, '1' is assigned for its existence in its corresponding record. Otherwise, '0' is assigned for its non-existence in the record. The number of '1' on six records for a village is meaning the number of resources contained within a village, which can be a barometer to decide the properties of each village. In this study, we found five core villages containing all kind of resources in it, while 52 villages were found having only a single type of resources within it. The other villages were known to have multiple resources like having two or more ones.

A Study on Factors Affecting Learner Satisfaction in Real-time Distance Video Lecture

  • Noh, Young;Lee, Kyeong-Keun
    • 한국컴퓨터정보학회논문지
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    • 제26권12호
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    • pp.299-307
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    • 2021
  • COVID-19 대유행이 전 세계로 확산됨에 따라 실시간 원격 화상 강의가 진행되면서 학습자만족 요인이 중요해졌다. 본 연구는 실시간 원격 화상강의의 학습자만족에 영향을 미치는 5개요인(시스템 요인, 콘텐츠 품질, 상호작용, 자기주도성, 학습동기)을 검증하였다. 수도권과 충청권 대학생의 유효 설문지 160개를 대상으로 구조적 방정식 모델을 분석한 결과 2개요인(시스템 요인, 콘텐츠 품질)을 제외한 3개요인(상호작용, 자기주도성, 학습동기)이 학습자만족에 영향을 미치는 것으로 나타났다. 대학은 실시간 원격 화상 강의 만족도 모델 개발과 평가를 통해 학습자만족을 지속적으로 높여야 한다.