• Title/Summary/Keyword: type of internet usage

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An Artificial Neural Network Based Phrase Network Construction Method for Structuring Facility Error Types (설비 오류 유형 구조화를 위한 인공신경망 기반 구절 네트워크 구축 방법)

  • Roh, Younghoon;Choi, Eunyoung;Choi, Yerim
    • Journal of Internet Computing and Services
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    • v.19 no.6
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    • pp.21-29
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    • 2018
  • In the era of the 4-th industrial revolution, the concept of smart factory is emerging. There are efforts to predict the occurrences of facility errors which have negative effects on the utilization and productivity by using data analysis. Data composed of the situation of a facility error and the type of the error, called the facility error log, is required for the prediction. However, in many manufacturing companies, the types of facility error are not precisely defined and categorized. The worker who operates the facilities writes the type of facility error in the form with unstructured text based on his or her empirical judgement. That makes it impossible to analyze data. Therefore, this paper proposes a framework for constructing a phrase network to support the identification and classification of facility error types by using facility error logs written by operators. Specifically, phrase indicating the types are extracted from text data by using dictionary which classifies terms by their usage. Then, a phrase network is constructed by calculating the similarity between the extracted phrase. The performance of the proposed method was evaluated by using real-world facility error logs. It is expected that the proposed method will contribute to the accurate identification of error types and to the prediction of facility errors.

Implementation of payment settlement system through Cyber Bank for Electronic Commerce (전자상거래용 사이버뱅크의 지불결제시스템 구축)

  • Kim, Moon-Shik;Lee, Eun-Seok
    • The KIPS Transactions:PartD
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    • v.15D no.1
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    • pp.121-130
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    • 2008
  • In line with the enhanced weight and variety of electronic commerce in business activities, new type of payment settlement and banking system which will enable to store, create and transfer values from the existing method of payment settlement is highly required. Cyber Banking system draws strong attention being the solution of there requirements. The existing Cyber Banking system has the difficulty of operation, administration, in addition to the problem of initial facility investment of big amount, resulted from the usage of the current business process. As the existing Cyber Bank system is unable to carry out the function of storing, creating, and transferring values due to the adoption conventional credit card system instead of the application of non-stop payment system between the seller and buyer. As a result, current Cyber Bank system still imply the deficiency of non-performing cash payment function on internet. This paper describes (1) an integrated application process, One Process One Input (OPOI) which is essential for software development of the Cyber Bank, (2) an application process of payment settlement system to be applied to the electronic commerce in Internet. And then, with these for a basis, (3) design and implementation of payment settlement system through CyberBank for Electronic Commerce. Consequently, by means of this suggested process, we could attempt to solve the problem of existing Cyber Bank system and further to explore the possibility of advanced Cyber Banking being the non-stop payment settlement system. The effectiveness of this suggested system has been practically confirmed.

A Study on Health Information and Medical Consulting via Internet Focusing on the Age Group of 20s (인터넷을 활용한 건강정보 및 의료상담에 관한 연구 (20대를 중심으로))

  • Rhee, Hyun-Sill;Lee, Kyung-Sook;Kim, Mi-Sun;Hwang, Seung-Hwan;Kim, Dong-Soo;Woo, Jong-Won;Mun, Dae-Hun;Ryu, Jin-Sol;Lee, Tae-Ro
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.255-267
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    • 2012
  • High Internet usage and the public's keen interest on health have influenced the health care system, and a potential value of the online health information and medical consultation market is immense. This study reveals results from data collected from Seoul residents in the age group of 20s in 2011. Out of 499 respondents, 75.2% answered that they used online health information; however, only 7.2% answered that they have used online medical consultation services. Findings on the purposes of using online medical consultation included treatments of symptoms(33.6%) and self-disciplines of one's health(19.5%). Mostly used Websites for health information search included search engines and blogs, but respondents preferred to use government sites and hospital sites in the future. When choosing a medical consultation, respondents preferred a certain website for different reasons including creditability of the consultant(23.7%), creditability of the organization(23.7%), rapid responses(21.2%), and more. Overall, although health information search via web is being highly utilized among people in their 20s, utilization of online medical consulting is not. Thus, promotion efforts to increase awareness and utilization of online medical consulting based on the site selection criteria, type of personal information disclosure, and other preferences are essential. Also, creating websites meeting these criteria is important.

Relationship Between Usage Needs Satisfaction and Commitment to Apparel Brand Communities: Moderator Effect of Apparel Brand Image (의류 브랜드 커뮤니티의 이용욕구 충족과 커뮤니티 몰입의 관계: 의류 브랜드 이미지의 조절효과)

  • Hong, Hee-Sook;Ryu, Sung-Min;Moon, Chul-Woo
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.4
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    • pp.51-89
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    • 2007
  • INTRODUCTION Due to the high broadband internet penetration rate and its group-oriented culture, various types of online communities operate in Korea. This study use 'Uses and Gratification Approach, and argue that members' usage-needs satisfaction with brand community is an important factor for promoting community commitment. Based on previous studies identifying the effect of brand image on consumers' responses to various marketing stimuli, this study hypothesizes that brand image can be a moderate variable affecting the relationship between usage-needs satisfaction with brand community and members' commitment to brand community. This study analyzes the influence of usage-needs satisfaction on brand community commitment and how apparel brand image affects the relationships between usage-needs satisfactions and community commitments. The hypotheses of this study are proposed as follows. H1-3: The usage-needs satisfaction of apparel brand community (interest, transaction, relationship needs) influences emotional (H1), continuous (H2), and normative (H3) commitments to apparel brand communities. H4-6: Apparel brand image has a moderating effect on the relationship between usage-needs satisfaction and emotional (H4), continuous (H5), and normative (H6) commitments to apparel brand communities. METHODS Brand communities founded by non-company affiliates were excluded and emphasis was placed instead on communities created by apparel brand companies. Among casual apparel brands registered in 6 Korean portal sites in August 2003, a total of 9 casual apparel brand online communities were chosen, depending on the level of community activity and apparel brand image. Data from 317 community members were analyzed by exploratory factor analysis, moderated regression analysis, ANOVA, and scheffe test. Among 317 respondents answered an online html-type questionnaire, 80.5% were between 16 to 25 years old. There were a total of 150 respondents from apparel brand communities(n=3) recording higher-than-average brand image scores (Mean > 3.75) and a total of 162 respondents from apparel brand communities(n=6) recording lower-than-average brand image scores(Mean < 3.75). In this study, brand community commitment was measured by a 5-point Likert scale: emotional, continuous and normative commitment. The degree of usage-needs satisfaction (interest, transaction, relationship needs) was measured on a 5-point Likert scale. The level of brand image was measured by a 5-point Likert scale: strength, favorability, and uniqueness of brand associations. RESULTS In the results of exploratory factor analysis, the three usage-needs satisfactions with brand community were classified as interest, transaction, and relationship needs. Brand community commitment was also divided into the multi-dimensional factors: emotional, continuous, and normative commitments. The regression analysis (using a stepwise method) was used to test the influence of 3 independent variables (interest-needs satisfaction, transaction-needs, and relationship-needs satisfactions) on the 3 dependent variables (emotional, continuous and normative commitments). The three types of usage-needs satisfactions are positively associated with the three types of commitments to apparel brand communities. Therefore, hypothesis 1, 2, and 3 were significantly supported. Moderating effects of apparel brand image on the relationship between usage-needs satisfaction and brand community commitments were tested by moderated regression analysis. The statistics result showed that the influence of transaction-needs on emotional commitment was significantly moderated by apparel brand image. In addition, apparel brand image had moderating effects on the relationship between relationship-needs satisfaction and emotional, continuous and normative commitments to apparel brand communities. However, there were not significant moderate effects of apparel brand image on the relationships between interest-needs satisfaction and 3 types of commitments (emotional, continuous and normative commitments) to apparel brand communities. In addition, the influences of transaction-needs satisfaction on 2 types of commitments (continuous and normative commitments) were not significantly moderated by apparel brand image. Therefore, hypothesis 4, 5 and 6 were partially supported. To explain the moderating effects of apparel brand image, four cross-tabulated groups were made by averages of usage-needs satisfaction (interest-needs satisfaction avg. M=3.09, transaction-needs satisfaction avg. M=3.46, relationship-needs satisfaction M=1.62) and the average apparel brand image (M=3.75). The average scores of commitments in each classified group are presented in Tables and Figures. There were significant differences among four groups. As can be seen from the results of scheffe test on the tables, emotional commitment in community group with high brand image was higher than one in community group with low brand image when transaction-needs satisfaction was high. However, when transaction-needs satisfaction was low, there was not any difference between the community group with high brand image and community group with low brand image regarding emotional commitment to apparel brand communities. It means that emotional commitment didn't increase significantly without high satisfaction of transaction-needs, despite the high apparel brand image. In addition, when apparel brand image was low, increase in transaction-needs did not lead to the increase in emotional commitment. Therefore, the significant relationship between transaction-needs satisfaction and emotional commitment was found in only brand communities with high apparel brand image, and the moderating effect of apparel brand image on this relationship between two variables was found in the communities with high satisfaction of transaction-needs only. Statistics results showed that the level of emotional commitment is related to the satisfaction level of transaction-needs, while overall response is related to the level of apparel brand image. We also found that the role of apparel brand image as a moderating factor was limited by the level of transaction-needs satisfaction. In addition, relationship-needs satisfaction brought significant increase in emotional commitment in both community groups (high and low levels of brand image), and the effect of apparel brand image on emotional commitment was significant in both community groups (high and low levels of relationship-needs satisfaction). Especially, the effect of brand image was greater when the level of relationship-needs satisfaction was high. in contrast, increase in emotional commitment responding to increase in relationship-needs satisfaction was greater when apparel brand image is high. The significant influences of relationship-needs satisfaction on community commitments (continuous and normative commitments) were found regardless of apparel brand image(in both community groups with low and high brand image). However, the effects of apparel brand image on continuous and normative commitments were found in only community group with high satisfaction level of relationship-needs. In the case of communities with low satisfaction levels of relationship needs, apparel brand image marginally increases continuous and normative commitments. Therefore, we could not find the moderating effect of apparel brand image on the relationship between relationship-needs satisfaction and continuous and normative commitments in community groups with low satisfaction levels of relationship needs, CONCLUSIONS AND IMPLICATIONS From the results of this study, we draw several conclusions; First, the increases in usage-needs satisfactions through apparel brand communities result in the increases in commitments to apparel brand communities, wheres the degrees of such relationship depends on the level of apparel brand image. That is, apparel brand image is a moderating factor strengthening the relationship between usage-needs satisfaction and commitment to apparel brand communities. In addition, the effect of apparel brand image differs, depending on the level and types of community usage-needs satisfactions. Therefore, marketers of apparel brand companies must determine the appropriate usage-needs, depending on the type of commitment they wish to increase and the level of their apparel brand image, to promote member's commitments to apparel brand communities. Especially, relationship-needs satisfaction was very important factor for increasing emotional, continuous and normative commitments to communities. However the level of relationship-needs satisfaction was lower than interest-needs and transaction-needs. satisfaction. According to previous study on apparel brand communities, relationship-need satisfaction was strongly related to member's intention of participation in their communities. Therefore, marketers need to develope various strategies in order to increase the relationship- needs as well as interest and transaction needs. In addition, despite continuous commitment was higher than emotional and normative commitments, all types of commitments to apparel brand communities had scores lower than 3.0 that was mid point in 5-point scale. A Korean study reported that the level of members' commitment to apparel brand community influenced customers' identification with a brand and brand purchasing behavior. Therefore, marketers should try to increase members' usage-needs satisfaction and apparel brand image as the necessary conditions for bringing about community commitments. Second, marketers should understand that they should keep in mind that increasing the level of community usage needs (transaction and relationship) is most effective in raising commitment when the level of apparel brand image is high, and that increasing usage needs (transaction needs) satisfaction in communities with low brand image might not be as effective as anticipated. Therefore, apparel companies with desirable brand image such as luxury designer goods firms need to create formal online brand communities (as opposed to informal communities with rudimentary online contents) to satisfy transaction and relationship needs systematically. It will create brand equity through consumers' increased emotional, continuous and normative commitments. Even though apparel brand is very famous, emotional commitment to apparel brand communities cannot be easily increased without transaction-needs satisfaction. Therefore famous fashion brand companies should focus on developing various marketing strategies to increase transaction-needs satisfaction.

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Market Segmentation of Converging New Media Advertising: The Interpretative Approach Based on Consumer Subjectivity (융합형 뉴미디어 광고의 시장세분화 연구: 소비자 주관성에 근거한 해석적 관점에서)

  • Seo, Kyoung-Jin;Hwang, Jin-Ha;Jeung, Jang-Hun;Kim, Ki-Youn
    • Journal of Internet Computing and Services
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    • v.15 no.4
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    • pp.91-102
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    • 2014
  • The purpose of this research is to perform the consumer typological study of integrated emerging digital advertisement, where IT and advertisement industry were fused, and to propose the theoretical definition about consumer characteristic which is in need for collection of related market subdivision strategy in perspective of business marketing. For this, the Q methodology, the 'subjectivity' research of qualitative perspective, which discovers new theory by interpreting subjective system of thinking, preference, opinion, and recognition of inner side of respondents, was applied and analyzed. Compared to previous quantitative research that pursues hypothesis verification, this Q methodology is not dependent on operational definition proposed by researcher but pursues for analytic study completely reflecting objective testimony of respondents. For this reason, Q study analyzes in-depth the actual consumer type, which can be found at the initial market formation stage of new service, therefore this study is applicable for theorizing the consumer character as a mean of advanced research. This study extracted thirty 'IT integrated digital advertisement type (Q sample)' from thorough literature research and interviews, and eventually discovered a total four consumer types from analyzing each Q sorting research data of 40 respondents (P sample). Moreover, by interpreting subdivided intrinsic characteristic of each group, the four types were named as 'multi-channel digital advertisement pursuit type', 'emotional advertisement pursuit type', 'new media advertisement pursuit type', and Web 2.0 advertisement pursuit type'. The analysis result of this study is being expected for its value of usage as advanced research of academic and industrial research with the emerging digital advertisement industry as a subject, and as basic research in the field of R&D, Marketing program and the field of designing the advertisement creative strategy and related policy.

A Study on Design Development of Wood & Metal Products Using Digital Data (디지털 데이터를 이용한 목제품 및 금속제품 디자인 개발에 관한 연구)

  • Yoon, Yeoh-Hang;Lee, Sung-Won
    • Journal of the Korea Furniture Society
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    • v.23 no.2
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    • pp.110-121
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    • 2012
  • With people's recent increasing interest in good design products, wood and metal products have gained great popularity. However, it was believed that it would be necessary to have a transformation to the manufacturing method based on digital data and equipments from existing analog-based manufacturing method, in order to meet consumers' demand. This study was aimed to seek for the possibility of mass-producing wood and metal products through the research on the type, usage and development conditions of digital data and the methods of utilizing digital equipments. As for research methods, the study analyzed the concepts and types of digital data through various internet and literature reviews and suggested perpetual calendar products as the final outcome of design development using computer data. Through this, the study summarized and organized actual design development processes by stage to provide basic data that could become the foundation of research on the design of wood and metal products using digital data. Through the outcome of this project, the following effects could be expected by developing wood and metal products through digital data. First, its accurate and precise process would help mass-produce complex forms of products and reduce their defective rate. Second, the compatible production of various types of digital equipments would lead to a cost reduction. Third, the diversity of design could be pursued by overcoming technical limitations. In order to satisfy the above expectation effects, such as realization of developing and producing various wood and metal products, there should be designers' creative experimental spirits, their active information exchange and cooperation with the companies concerned.

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A Research on the Communication Characteristics of Fashion Film -Focused on Chanel, Prada, Kenzo, Alexander Wang- (패션 필름의 커뮤니케이션 특성에 관한 연구 -Chanel, Prada, Kenzo, Alexander Wang을 중심으로-)

  • Huh, Yeeun;Chun, Jaehoon;Ha, Jisoo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.2
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    • pp.315-329
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    • 2016
  • The $21^{st}$ century is the age when the revolution of digital technology enables two-way communication and when emotional values are emphasized. Thus, it exerts influence on the fashion industry and fashion communication. Along with fashion shows, advertising and displays, many fashion brands have increased the use of fashion films. For that reason, this study examines the characteristics of fashion films made by fashion brands, based on the frame work of persuasion communication. For the research, literature reviews and internet website research were done and films of Chanel, Prada, Kenzo and Alexander Wang were analyzed. The definition and types of fashion films were redefined as terminology varied throughout previous studies prior to analyzing each case. As a result, a fashion film would be redefined as 'a digital image which a fashion brand publishes to consumers for the promotion of brand comprehension'. Also, five fashion film types, 'short film', 'campaign film', 'animation film', 'brand film' and 'show film' were redefined. The analysis provided three communication characteristics: reliability, engagement and intuition. First, reliability is attained when a fashion brand (sender) delivers brand message to consumers (receiver) consistently and unitedly. Second, engagement is attained when the type of fashion film (channel) delivers creative image features such as format, music, video technique to attract consumers' interest. Lastly, intuition is attained when a fashion brand (sender) delivers a message akin to brand identity and deepens consumers' understanding. In addition, this study tried to identify the unique usage tendency of brands that could serve as practice guidelines for other fashion brands.

A Study on the Protecting of Personal Information in Offline Transactions : Focused on the Housing Lease Agreements (오프라인 거래에서 개인정보 보호방안 : 주택임대차계약을 중심으로)

  • Kim, HyoSeok;Park, Soon-Tai;Kim, Yong-Min
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.2
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    • pp.243-252
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    • 2020
  • Recently, the proportion of housing lease has been increasing to an overwhelming level in line with the increase of single-person households and the change in the form of housing. In the normal case, the use of rental-type housing is subject to a housing lease agreement through a licensed real estate agent. In the event of a transaction conclusion, licensed real estate agent shall issue a contract containing the personal information of the lessee, the renter, and the licensed real estate agent to the transaction party. In this case, it is necessary for the lessee to provide the contract to a third party. This paper analyzes relevant laws and regulations and the status of housing transactions, focusing on personal information processed between offline housing lease agreements. And when issuing a contract through IRTS, we propose a way to protect personal information by providing a third party in three forms: information Data Subject-based, Purpose of usage-based De-identification, and Certificate of Contract.

A Study on User Behavior of University Library Website based Big Data: Focusing on the Library of C University (빅데이터 기반 대학도서관 웹사이트 이용행태에 관한 연구: C대학교 도서관을 중심으로)

  • Lee, Sun Woo;Chang, Woo Kwon
    • Journal of the Korean Society for information Management
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    • v.36 no.3
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    • pp.149-174
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    • 2019
  • This study analyzes the actual use data of the websites of university libraries, analyzes the users' usage behavior, and proposes improvement measures for the websites. The study analyzed users' traffic and analyzed their usage behavior from January 2018 to December 2018 on the C University website. The website's analysis tool used 'Google Analytics'. The web traffic variables were analyzed in five categories: user general characteristics, user environment analysis, visit analysis, inflow analysis, site analysis, and site analysis based on the metrics of sessions, users, page views, pages per session, average session time, and bounce rate. As a result, 1) In the analysis results of general characteristics of users, there was some access to the website not only in Korea but also in China. 2) In the user experience analysis, the main browser type appeared as Internet Explorer. The next place was Chrome, with a bounce rate of Safari, third and fourth, double that of the Explore or Chrome. In terms of screen resolution, 1920x1080 resolution accounted for the largest percentage, with access in a variety of other environments. 3) Direct inflow was the highest in the inflow media analysis. 4) The site analysis showed the most page views out of 4,534,084 pages, followed by the main page, followed by the lending/extension/history/booking page, the academic DB page, and the collection page.

Can Random Reward Item Usage Predict the Internet Gaming Disorder Tendency? (확률형 아이템 이용은 인터넷 게임 과몰입을 예측하는가?)

  • Lee, Soo Jin;Jeon, Yong June;Chae, Han
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.439-452
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    • 2022
  • This study aimed to explore the relationships between random item usage and gaming disorder tendency. A total of 413 adults participated and demographic and psychosocial variables were collected using Cloninger's Temperament and Character Inventory, Cognitive Emotion Regulation Questionnaire, and Daily Hassles Scale for Korean Worker. The results are as follows. First, two-third of gamers used the random item games and women are more engaged than men in random item games. Second, there were significant differences of gaming disorder tendency, game use time, and game use money (both for general and random item) depending on the item use type. Third, predictors of gaming disorder tendency were found as game use money (general), game use time, maladaptive emotion regulation, stress, novelty seeking, and stress using multiple regression analysis. Proper intervention for gaming disorder tendency and the need of further research were discussed.