Due to the routine nature of social distancing in accordance with the COVID-19 pandemic, the logistics industry is under rapid development, given that offline demand is focused on online platforms. The number of warehouse workplaces and workers are steadily increasing per annum, and the industrial accident rate of transportation, warehouse, and telecommunication industries to which warehouse employees belong is higher than the total industrial accident rate in Korea. In previous studies, warehouse workers reported exposure to health hazards such as musculoskeletal disorders due to the handling of heavy objects and improper working postures. Accordingly, in this study, a survey was conducted to investigate symptoms of musculoskeletal disorders with focus on parcel delivery workers nationwide. The questionnaire included a musculoskeletal disorder symptom survey table to identify information such as worker occupational history, work type, and signs or symptoms of musculoskeletal disorders. Survey response data from 453 people were obtained to determine the influence of delivery business characteristics on occupational musculoskeletal disorders, and the influencing factors were analyzed. Based on the results, in the analysis of pain with respect to body part, the duration, degree, and frequency of pain were highest in the leg part, and as a result, the average value for the leg part exhibited a significant difference from those of other body parts. In addition, 52.32% of workers exhibited symptoms of musculoskeletal disorders, and a high number of patients with musculoskeletal disorders was observed in the work group with less than three years of service and with ages ranging from 30-39. The results of this study can serve as basic data for the derivation of a management plan that meets the characteristics of musculoskeletal disorders that impact logistics workers overburdened with work due to the rapid increase in parcel delivery volume in accordance with an increase in online consumption.
Job stress factors are factors that induce biological, psychological, and behavioral responses in individuals when they encounter mental and physical stimuli in the workplace. According to occupational safety and health standards, employers are responsible for the health consequences of job stress when workers engage in activities that result in high levels of physical fatigue and mental stress. Such activities include long working hours, shift work (including night shifts), driving vehicles, and operating precision machinery. Therefore, precautionary measures should be implemented. Following the COVID-19 epidemic, the logistics industry in Korea has experienced rapid growth owing to the shift from offline to online platforms facilitated by advanced digital infrastructure. Consequently, this study conducted a survey to analyze job stress factors among delivery workers. The survey utilized a Korean job stress factor assessment tool comprising 43 items and analyzed job stress factors considering the work characteristics of the courier business field obtained from responses provided by 421 courier workers nationwide. The survey analysis revealed that the physical environment, job demands, and job autonomy exhibited higher stress indices among Korean workers. Furthermore, the younger the age, the higher the stress on job demands, whereas the higher the age, the higher the stress on relationship conflict, job instability, and workplace culture. In addition, daytime delivery work was associated with higher stress levels in job demands and job instability compared with nighttime delivery work. These findings can serve as foundational data for reducing and preventing job stress among courier workers, whose workload has increased owing to the growth of the logistics industry.
This study analyzed the shifts that occurred before and after the outbreak of COVID-19 by scrutinizing digital keywords derived from prominent culture media, such as books and instagram. The analysis identified trends rooted in digital terminology. For this study, the period 2017 to 2022 was divided into three-year segments, before and after the outbreak of COVID-19. Subsequently, an analysis was conducted using digital keywords to assess the number of digital-related books and book hashtags, the number of instagram mentions, and relevant keywords. We found that COVID-19 exerted a discernible influence on information related to digital keywords, substantially impacting both the book publishing market and instagram. Notably, digital-related books have been published in a variety of fields since the outbreak, and new fields are emerging. The year 2020 saw the most significant growth in the mentions of digital terms on instagram. Such terms were used in conjunction with terminology related to people working in a digital environment, endeavors aimed at revenue generation in online spaces, leisure activities associated with art and culture, and online service platforms. Through the analysis of digital keywords, this study is expected to contribute to the understanding of digital trends and their future trajectories.
Yo Han Park;Jong Hyeok Mun;Jong Sun Choi;Jae Young Choi
KIPS Transactions on Computer and Communication Systems
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v.13
no.1
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pp.10-20
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2024
As the online commerce market continues to expand with an increase of diverse products and content, users find it challenging in navigating and in the selection process. Thereafter both platforms and shopping malls are actively working in conducting continuous research on recommendations system to select and present products that align with user preferences. Most existing recommendation studies have relied on user data which is relatively easy to obtain. However, these studies only use a single type of event and their reliance on time dependent data results in issues with reliability and complexity. To address these challenges, this paper proposes a recommendation system that analysis user preferences in consideration of the relationship between various types of event data. The proposed recommendation system analyzes the correlation of multiple events, extracts weights, learns the recommendation model, and provides recommendation services through it. Through extensive experiments the performance of our system was compared with the previously studied algorithms. The results confirmed an improvement in both complexity and performance.
As 49% of the world's population uses social media platforms, communication and content sharing within social media are becoming more active than ever. In this environmental base, the one-person media market grew rapidly and formed public opinion, creating a new trend called sell-sumer. This study defined new types of influencers by product category by analyzing the subject concentration of the commercial/non-commercial keywords of influencers and the impact of the ratio of commercial postings on sales. It is hoped that influencers working within social media will be helpful to new sales strategies that are transformed into sell-sumers. The method of this study classifies influencers' commercial/non-commercial posts using Python, performs text mining using KoNLPy, and calculates similarity between FastText-based words. As a result, it has been confirmed that the higher the keyword theme concentration of the influencer's commercial posting, the higher the sales. In addition, it was confirmed through the cluster analysis that the influencer types for each product category were classified into four types and that there was a significant difference between groups according to sales. In other words, the implications of this study may suggest empirical solutions of social media sales strategies for influencers working on social media and marketers who want to use them as marketing tools.
Open Source Software Development (OSSD) differentiates itself from traditional closed software development in that it reveals its source codes online and allows anyone to participate in projects. Even though its success was in doubt, many of the open collaborative working models produced successful results. Academia started to get interested in how developers are willing to participate even when there are no extrinsic rewards for their efforts. Many studies tried to explain developers' motivations, and the pursuit of ideology, reputation, and altruism are found to be the answers. Those studies, however, focused mostly on how the first contribution is made out of a certain motivation. Nowadays, OSSD reaches at its maturity and 70% of professional developers have used or utilized open source software or code in their works. As the proportion of people experiencing OSS, the accounts from previous studies are expected to be weakened. Also, extant literature fails to explain how the motivation of participating in OSS evolves over time and experiences. Given that changing over time or over experiences is the natural in the perception of motivation, studies in an attempt to understand how the motivation changes or evolves are in need. In this study, we aimed to explain how the perception about OSS from past usage or related experiences leads to the intention to sustain OSS participations. By doing so, we try to bridge the gap between previous studies and the actual phenomenon. We argued that perceived instrumentality about OSS learned from past experiences will first affect the formation of organizational identity towards general OSS community. And once the organizational identity is formed, it will affect the one's following behaviors related to OSS development, most likely to sustain the favoring stance toward OSS community. Our research distinguishes itself from previous one in that it divides the paths from organizational identity formed to the intention to sustain the voluntary helping behaviors, by altruistic and conforming intentions. Drawing on this structural model, we could explain how organizational identity engages in forming the sustaining intention from past experiences, and that the intention to help at individual level and organizational level works at different level in OSS community. We grounded our arguments on Social identity theory and Organizational Citizenship theory. We examined our assumption by constructing a structural equation model (SEM) and had 88 developers to answer our online surveys. The result is analyzed by PLS (partial least square) method. Consequently, all paths but one in our model are supported, the one which assumed the association between perceived instrumentality and altruistic intention. Our results provide directions in designing online collaborative platforms where open access collaboration is meant to occur. Theoretically, our study suggests that organizational citizenship behavior can occur from organizational identity, even in bottom-up organizational settings. More specifically, we also argue to consider both organizational level and individual level of motivation in inducing sustained participations within the platforms. Our result can be interpreted to indicate the importance of forming organizational identity in sustaining the participatory behaviors. It is because there was no direct association between perceived instrumentality from past experiences and altruistic behavior, but the perception of organizational identity bridges the two constructs. This means that people with no organizational identity can sustain their participations through conforming intention from only the perception of instrumentality, but it needs little more than that for the people to feel the intention to directly help someone in the community-first to form the self-identity as a member of the given community.
Recently, as a culture that values work-life balance has become more important in society as a whole, interest in hobbies and leisure activities that will enrich life is increasing. This phenomenon is due to an increase in platforms where people can enjoy and learn hobbies online. Among them, craft-related content is growing rapidly, and as offline education has been brought online, learning immersion has been reduced online. Therefore, in this study, we want to identify current problems in online and offline craft learning and seek ways to improve UI design to solve them. To this end, we conducted a literature survey on the online learning platform, online craft learning platform and UI design, and based on this, conducted case investigation and analysis to derive the third stage of the learning process of the online craft learning platform. Subsequent surveys showed that as a result, the online craft learning platform was able to find improvements in terms of differentiating the content exploration process, visualizing the craft progress stage, ease of working with video tools, and providing smooth feedback, and in addition to the need for a device for active learning. Through the results of this study, we hope to expand the craft content market by making it easier for users to enjoy the contents provided on the online craft learning platform.
Purpose - In today's markets, new technologies such as social network systems and user generated contents have provided consumers with access to unlimited amounts of information and an ability to communicate with other consumers in the world. Specially, the massive of the internet and the development of online communities and interactive platforms offer the potential to cocreate with a large number of consumers. Significant changes in marketplace suggest that simply being consumer oriented is not enough, so firms must learn from and collaborate with consumers to create values that meet their individual and dynamic needs. In these sense, emergent perspectives in marketing highlight new opportunities for co-opting consumers as a means to define and cocreate value through their engagement. Although the importance of consumer co-creation with firms, the current literature lacks the respond to two questions: (1) who are the most competent consumers for creating the values with firm? and (2) what are the stimulaters to help the consumers engage for co-creation? To this answer the question, this research investigate how to structure consumer motivations to encourage consumers to be more engaged for co-creation and what drives a consumer to get involved to respond to a call for co-creation. Research design, data, and methodology - To empirically test the hypotheses, a survey was conducted among consumers who had experienced the co-creation including upstream, downstream, autonomous, and sponsored co-creation with the firms. We collected a total of 343 responses. After we excluded 37 questionnaire because of incomplete responses, a total of 306 questionnaire remained. Working with a sample of 306 responses in Seoul and Kwangju, hierarchical moderated regression is employed to test research hypotheses. Results - The results indicated that consumer creativity and emergent nature are positively related to engagement in co-creation including upstream, downstream, autonomous, and sponsored co-creation. Also, the relationships between consumer creativity/emergent nature and engagement in co-creation were moderated by intrinsic motivation in case of upstream and downstream co-creation. Finally, interaction effects between consumer creativity/emergent nature and extrinsic motivation were not significant. Conclusions - These results suggest that marketing managers have to consider the consumer personality such as creativity and emergent nature and stimulate the intrinsic motivation of consumer to achieve the co-creation project successfully.
KIPS Transactions on Software and Data Engineering
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v.7
no.6
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pp.221-228
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2018
With an increase in demand for the high added value of shipbuilding and marine industry based on the information and communications technology (ICT), software technology has become more important than ever in the industry. In this paper, we present the result of our preliminary investigation on the current software development environment in the shipbuilding and marine industry in order to develop reusable software component, which can enhance the competitiveness of software development. The investigation is performed based on the survey answers from 34 developers who are working in different shipbuilding and marine companies. The questionnaire is composed of items to gather the information of each company such as the number of employees and product domain, and actual software development environment such as operating system, programming languages, deployment format, obstacles for developing components, and the adoption of software development methods and tools. According to the results of the survey, the most important consideration to select their development platform was the number of available utilities and the technical supports, followed by performance, price and security problems. In addition, the requirements of various platforms supporting and the higher reliability, and the limitations of low development cost and manpower made it difficult for them to develop reusable software components. Finally, throughout the survey, we find out that only 15% of developers used software development processes and managed the quality to systematically develop their software products, therefore, shipbuilding and marine companies need more technical and institutional support to improve their ability to develop high qualified software.
Journal of Korea Entertainment Industry Association
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v.15
no.7
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pp.1-15
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2021
With the prolonged COVID-19 pandemic situation, the attention on Metaverse has been soared throughout media and publications. Recently the entertainment industry is also changing to actively utilize the virtual world with artists working through Metaverse platforms. With the recent high interests on Metaverse, this study attempts to illuminate how the public perceives and accepts Metaverse experiences. While research on Metaverse has been mainly focused on specific technologies or technical objects, this study focuses on exploring how fans recognize and understand the concept of Metaverse through newly debuted idol group 'aespa', composing of 4 human members and 4 AI avatar members that integrate real and virtual world. For this, this study seeks to analyze the reaction and recognition of fans by exploring online community 'DC Inside'. As a result of analyzing the reactions of fans in the early days of aespa's debut, the perspectives of understanding AI members of aespa are categorized into three groups: first, the type of equating and accepting the real and the virtual world; second, the type of recognizing the real world and the virtual world separately and recognizing the virtual member as an avatar or concept, not a genuine member; and finally, a type of recognizing virtual worlds separately from reality. Based on these results, the implications that Metaverse contents may have in the entertainment industry are suggested.
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