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        검색결과 683

        241.
        2019.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        범죄는 인적 또는 물적으로 피해를 일으키기 때문에 범죄가 발생한 이후에 조치를 취하는 것보다는 사전에 범죄를 예방하는 것이 중요하다. 또한, 범죄를 예방하기 위해서는 범죄발생에 취약한 지역을 추출해야 한다. 이에 본 연구에서는 범죄발생 위치정보 를 제공하지 않는 국내의 상황을 고려하여 실제 범죄정보를 직접적으로 사용하지 않으면서 시·공간적 특성을 고려한 범죄취약지역을 추출하는 연구를 수행하였다. 공간적인 특성정보는 연속수치지도에서 추출한 도로폭, 도로교차점, 도로교차각, 포장재질, 도로에 인접한 건물의 종류를 이용하여 범죄에 취약한 위험도로를 추출하였다. 또한 시간적인 특성정보는 점 형태로 제공되는 유동인구 데이터를 커널밀도 분석하여 추출하였다. 시·공간적인 분석을 위하여 두 가지 특성정보를 중첩 분석하여 범죄취약지역을 추출하였다. 취약지역을 검증하기 위해 다음포탈에서 제공하는 로드뷰 영상을 확인한 결과 추출된 취약지역이 노후화된 단독주택이 많고 도로주변이 잘 정비되지 않은 지역임을 알 수 있었다.
        4,000원
        243.
        2019.04 구독 인증기관·개인회원 무료
        미세방울 디지털 PCR(Droplet digital PCR, ddPCR) 법은 정량 PCR 법과 같이 형광물질을 사용하여 정량분석이 가능하다는 점은 유사하지만, PCR 반응액을 만든 후 이 반응액을 바로 PCR에 사용하지 않고 수 만 개의 동일한 크기의 미세방울(droplet)로 구획(partitioning)한 후에 PCR 반응을 수행하는 점이 기존의 PCR 법과 가장 큰 차이라고 볼 수 있다. 이렇게 구획된 나노리터 크기의 미세방울 중에서 형광신호가 검출되는 미세방울과 검출되지 않은 미세방울의 수를 계수하여 프아송 분포(Poisson distribution) 계산에 적용하면 표준검량선 없이 목적 유전자의 절대정량 분석이 가능하다. 곤충이 매개하는 질병 바이러스의 경우 소량의 바이러스 감염 여부를 확인하기 위해서 다수의 곤충 유전자를 확인해야 하는데, 이와 같이 미세방울 형태의 ddPCR을 이용하면 기존 Real-time PCR 법에 비해 극소량의 목적 유전자를 높은 민감도로 검출할 수 있으며, PCR 저해요소(inhibitor)에도 큰 영향을 받지 않는다는 장점이 있다. 또한 미세방울 방식의 디지털 PCR을 이용하면 다중 PCR 분석이 가능하여 1개의 시료에서 다양한 질병매개 바이러스를 검출할 수 있다.
        245.
        2019.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        현재 텍스타일 분야는 활용 범위가 확장됨에 따라 감성과 같은 비물질적인 가치에 관해 관심을 두는 연구들이 증가하는 추세를 보인다. 본 연구의 궁극적인 목적은 디지털 크래프트를 적용한 텍스타일 디자인의 감성적 의의에 초점을 맞추어 실증 연구를 통해 디지털 크래프트를 적용한 감성적 텍스타일 디자인의 생성 가능성 및 활용방안을 제안하는 것이다. 본 연구에서 개발한 주관적 평가 스케일을 통해 측정한 평가결과를 바탕으로 디지털 기술을 적용 한 텍스타일 디자인과 디지털 크래프트를 적용한 텍스타일 디자인의 차이를 비교하여 통계적으로 의미가 있는지를 검증하기 위한 실증 연구를 진행하였다. 실험 결과, 디지털 크래프트를 적용한 텍스타일 디자인 작품에 대한 감성 생성 가능성과 활용방안에 대한 몇 가지 의미 있는 시사점을 도출할 수 있었다. 첫째, 에스닉한 감성은 유의한 수준은 아니지만 3번의 비교 분석에서 모두 증가하였다. 둘째, 모던과 클래식한 감성은 모두 감소하였다. 셋째, 디지털 텍스타일 머신과 디지털 텍스타일 머신과 크래프트의 비교 분석에서 펀한 감성이 유의한 차이로 증가함을 보였다. 넷째, 3D 프린팅과 3D 프린팅과 크래프트의 비교분석에서 엘레강스가 유의미하게 증가하였다. 따라서 디지털 크래 프트를 적용한 텍스타일 디자인은 사용한 디지털 기술 방식에 따라 에스닉, 펀, 엘레강스한 감성의 전달이 가능할 것으로 예측된다. 본 연구를 통해 도출한 결과를 텍스타일 디자인 개발과 생산 단계에서 적절하게 사용한다면 감성적 텍스타일 디자인의 개발을 위해 효과적으로 작용할 수 있을 것이다. 또한, 본 연구의 결과는 디지털 크래프트를 통한 감성적 텍스타일 디자인에 대해 객관적인 자료를 제공함으로써 향후 학계뿐만 아니라 실무에도 중요한 시사점 을 제공해 줄 수 있을 것이라 기대한다.
        4,300원
        246.
        2019.01 KCI 등재 SCOPUS 구독 인증기관 무료, 개인회원 유료
        Three-dimensional(3D) printing is a process for producing complex-shaped 3D objects by repeatedly stacking thin layers according to digital information designed in 3D structures. 3D printing can be classified based on the method and material of additive manufacturing process. Among the various 3D printing methods, digital light processing is an additive manufacturing technique which can fabricate complex 3D structures with high accuracy. Recently, there have been many efforts to use ceramic material for an additive manufacturing process. Generally, ceramic material shows low processability due to its high hardness and strength. The introduction of additive manufacturing techniques into the fabrication of ceramics will improve the low processability and enable the fabrication of complex shapes and parts. In this study, we synthesize silica composite material that can be applied to digital light processing. The rheological and photopolymeric properties of the synthesized silica composite are investigated in detail. 3D objects are also successfully produced using the silica composite and digital light processing.
        4,000원
        247.
        2018.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Digital signage in a smart store would engage and invoke responses from consumers because good in-store experiences are more important than ever. Thus, the present study investigates consumer perceptions of interactive digital signage integrating technology acceptance model. Specifically, the current study examined 1) the effects of personal and fashion innovativeness on interactivity; 2) the effect of interactivity on perceived usefulness, ease of use, and enjoyment; and 3) the effects of perceived usefulness, ease of use, and enjoyment on intentions to use the products and the store, visit the store, and engage in word-of-mouth. As a pre-study, two researchers visited the smart stores of six brands in Seoul, all of which integrate various technologies in the fashion field. A video clip was developed as a stimulus to the study. A total of 214 responses were gathered and analyzed. The results were as follows. Personal innovativeness has a significantly positive effect on interactivity, whereas fashion innovativeness has no significant effect. Interactivity had positive effects on the perceived usefulness, ease of use, and enjoyment. Consumer responses (i.e., intentions to use, visit, and engage in word-of-mouth) were predicted by usefulness and enjoyment, but not by ease of use. The findings of this study could provide the fashion industry and retailers practical and valuable insights into enhancing consumers’ in-store experiences through the use of interactive digital signage.
        4,900원
        248.
        2018.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 논문은 디지털 게임의 하위 장르 분화 양상을 고찰하고 각 양상에 따라 핵심 장르 요소가 변화 하는 특성을 규명하는 데에 목적을 둔다. 디지털 게임의 장르는 변화를 거듭하는 생성적 체계이다. 기존 장르의 핵심 메커니즘을 수정하거나 뒤집으며 등장하는 게임의 하위 장르들은 게임의 장르 체계가 지닌 생성적 성격을 확인할수 있는 대표적 사례이다. 하위 장르 분화를 고찰한 기존의 연구들 이 게임 텍스트의 계보학을 통해 메커니즘의 변화를 추적했다면, 본 논문은 플레이어가 장르 변화를 인지하는 원리에 초점을 두고 해당 양상을 분석한다. 개념적 혼성 이론을 통해 ‘로그라이크’와 ‘메트로배니아’ 장르의 분화 과정을 분석한 결과 로그라이크는 상위 장르와의 프레임 대립을 통해, 메트로배니아는 상위 장르의 프레임 확장을 통해 변별력을 확보한 장르임을 확인했다. 프레임 대립에 따라 분화한 하위 장르의 경우 핵심 장르 요소는 독립성을 확보하고 손쉽게 타 장르와 결합되며, 프레임 확장에 따라 분화한 하위 장르의 경우 핵심 장르 요소는 맥락 의존성을 강하게 드러내며 해당 장르의 맥락을 벗어나 사용되기 힘들다는 특징을 보인다.
        4,000원
        249.
        2018.11 구독 인증기관 무료, 개인회원 유료
        저작권 소진에 의하여, 아날로그 매체에서는 저작권자의 허락을 받아 판매 등의 방법으로 거래에 제공된 이후에는 그 매체의 소유자가 저작권의 통제를 받지 않은 채 자유로운 거래가 가능하다. 그러나 디지털로 존재하면서 CD나 DVD와 같은 저작유형물에 담기지 않고 무형적으로 송신되는 디지털 복제물에 대해서는 저작권 소진이 이루어지지 않는다는 것이 국제적으로 거의 공통된 각국 저작권법의 해석이다. 디지털 저작권 소진이론은, 위와 같은 현행법의 해석에도 불구하고 디지털 저작물에 있어서도 판매된 이후에는 권리가 소진되어 이용자에 의한 ‘중고 디지털 저작물’의 거래와 이를 둘러싼 시장의 형성을 가능하게 하자는 논의 이다. 저작권을 포함한 지적재산권의 소진은, 권리자에게 부여된 권리 행사의 기회를 통하여 지적 재산권자가 이미 충분한 보상을 받았고, 특허물품 이나 저작유형물을 정당하게 구입한 이용자로서는 그러한 물품 등에 양도의 권능을 포함한 자신의 소유권을 충분히 누릴 수 있도록 하는 것이 합당하다는 취지에서 인정된 것이다. 디지털⋅온라인의 영역에서도 아날로그 저작물 더 나아가 특허 나 상표권에서 권리 소진이 인정되는 경우와 근본적으로 다를 바 없을 것이라는 문제의식으로부터 본 연구는 시작되었다. 미국에서는 ReDigi 사건 등에서 디지털화된 중고 음악파일에 대해서는 최초 판매원칙을 적용하지 않는다고 판단한 바 있 고, 미국 저작권청이 2001년 발간한 제104조 보고서라든가 미국 상무성에서 2016년에 펴낸 저작권 백서 등에서 디지털 저작권 소진이론을 수용 할 수 없음을 논한 바 있다. 그러나 유럽연합에서는 비록 컴퓨터프로그램에 국한한 것이기는 하지만 UsedSoft 판결에서 무형적으로 전달된 저작물을 이용자가 재판매할 수 있다는 취지로 디지털 권리소진을 인정한 전향적인 판단을 내린 바 있다. 디지털 권리소진을 새로이 인정할 필요성으로, 본고는 디지털 재화의 양도성을 보장하여 처분 가능성에 대한 공중의 합리적 기대에 부응할 수 있다는 점, 권리자에 대한 이중 보상의 방지, 아날로 그 저작물과의 상대적 경쟁력 차원, 신품 디지털 저작물 시장의 가치를 유지하게 한다는 점, 이용권 설정계약(비판매 모델)의 관계에서 판매 모델의 장점을 부여할 필요가 있다는 점, 저작물 내용 확인의 어려움으로 인하여 디지털 저작물이 사장 될 위험을 방지할 수 있다는 점 등을 꼽았다. 더욱이 이용권설정계약 등 비판매 모델이 시장에서 폭 넓게 지지를 받는 환경이지만, 비판매 모델로서는 디지털 저작물 소장의 필요성을 충족하여 줄 수 없는 등 일정한 한계를 지니고 있고, 판매 모델은 대부분 단품(a la carte)으로 소비되는 저작물과 잘 어울리는 측면이 있는 등 여전히 장점이 적지 않기 때문에, 디지털 권리소진론을 수용하여 판매 모델의 장점을 살려나가는 제도적 보완이 필요하다고 본다. 디지털 복제물은 관련 법률에서 판매의 대상이 될 수 있고 판매의 가장 핵심적인 개념 징표를 영구적 보유의 여부로 삼을 때, 디지털권 리소진론을 도입하는데 있어서 법리적인 문제점도 거의 없다고 볼 수 있다. 결론적으로 본 연구는, 디지털⋅온라인 저작물의 일대일 송신, 송신 즉시 삭제, 예외적인 경우 당사자간 계약에 의한 재판매 제한을 허용하는 원칙 아래에서 저작권법에 디지털 권리소진의 도입이 실제로 가능하다고 보고, 구체적인 입법안을 제시하였다.
        6,000원
        250.
        2018.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study examined the color reproducibility and color fastness of digital textile printing for nylon sublimation transfer. After measuring the temperature and time suited to nylon sublimation transfer, the researchers conducted various tests for comparison and analysis including polyester transfer paper on polyester fabric to check dyeing characteristics, color change, sharpness, and the rubbing fastness of the dyeing samples for nylon sublimation transfer. These tests produced the following results. At 185℃ and 187℃, the sublimation transfer dyeing characteristics of nylon were similar to those of polyester and the researchers even observed superior color development in some colors; at a low temperature of 180℃, the sample that was worked on had the lowest level of color development. The examination of color difference (ΔE), which compared L*a*b* values, showed that the ΔE value of magenta was 10.34, that of yellow was 24.70, and that of black was 15.28. These results highlight the important role of heat treatment temperature and time on color development in nylon sublimation transfer. Concerning sharpness, the samples subjected to higher temperature heat treatment exhibited fewer color spreading phenomena around lines. Thus, dyeing properties and fastness can be enhanced by elongating time at low temperatures and shortening time at high temperatures; however, considering production time constraints as well as the need to produce industrially marketable quantities, the findings of this study suggest that the heat treatment temperature most suitable for nylon sublimation transfer is 187℃ for a duration of 50 seconds.
        4,000원
        253.
        2018.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        첨단 정보통신기술을 활용한 해양사고 감소를 위하여 국내외적으로 e-Navigation 관련 기술과 서비스에 대한 연구개발이 다양하게 진행 중이다. 이러한 기술과 서비스가 실제로 해상에서 사고예방에 기여하기 위해서는 선박에 관련 장비가 설치되어야 하며 법제적으로도 운영 조직과 시스템이 확충되어야 한다. 특히, 한국형 e-Navigation 사업으로 개발 될 초고속해상무선통신망(LTE-M망) 및 VDES, Digital-MF/HF 등 디지털 통신기술이 실행될 수 있도록 선박에는 관련 통신장비와 기술표준이 조속히 마련되어야 한다. 기존연구는 이러한 LTE-M에 대한 정책방안을 제시하지 못하는 문제점이 남아 있다. 본 연구에서는 한국형 e-Navigation의 효율적인 시행에 필요한 제도와 정책방안을 단기, 중기 및 장기로 나누어 식별하고, e-Navigation 핵심서비스, e-Navigation 통신망 및 운영시스템, e-Navigation 국제표준선도 기술 및 e-Navigation 서비스 활성화 분야에서 구체적인 방안을 제시하였다. 이를 위하여 해양수산부 주도로 추진 중인 한국형 e-Navigation 구축사업의 진도점검 자료에 기초하여 조사와 연구를 수행하였으며 관련분야 실무자 및 전문가들의 자문을 통하여 연구결론을 도출하였다. 본 연구의 결과로 제안된 정책들은 해양사고 저감과 해사산업 진흥 및 국민 안전을 위한 정부의 추가적인 정책 개발에 도움이 될 것으로 기대한다.
        4,000원
        254.
        2018.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In an era of increasingly high integration of information technology and social life, the media is undergoing intelligent transformation and upgrading to meet the various intelligent needs of users in the future. In the future, the media wants to further seek development. It is necessary to carry out a corresponding path transformation for the backbone of media talents and journalists, and to promote the progress and development of the entire journalism through the transformation of the path of talent training in colleges and universities. Firstly, this article briefly expounds the era and environmental background that digital media talents training must be transformed. Secondly, it discusses the necessity analysis of the transformation of digital media talents in colleges and universities. Again, try to explore the value of talent and its important role in the vision of intellectual media. Finally, from the "complex + differential" training mode, "theoretical + practical" training mode, "scientific research-oriented" training mode, "industry competition-oriented" training mode, "technical construction-oriented" training mode, "domestic + foreign comprehensive" training mode and other aspects put forward the countermeasures and suggestions for the transformation path of digital media talents training in Colleges and universities.
        4,000원
        255.
        2018.07 구독 인증기관·개인회원 무료
        Purpose – Research on technology acceptance involves one's psychological aspect, known as technology readiness. Particularly in the digital acceptance context related to mobile advertising, this psychological condition is referred to digital readiness. Nasution, Rusnandi, Qodariah and Arnita (2018) argue that digital readiness is a prominent factor in the adoption of technology and digital applications. They have proven the importance of this digital readiness in their research on digital mastery level in a telecommunication company in Indonesia. The purpose of this paper is to investigate the effect of digital readiness on the acceptance toward mobile advertising among millennials in Bandung, Indonesia. Relevant theories – Mobile advertising is part of digital advertising, as stated by Nasution & Aghniadi (2016), they define mobile advertising as a form of digital advertising that has attentions on engaging a strong communication to audience. This type of advertising adoption is still continuously growing and becoming preferable form of advertising for the Millenials. Researchers developed a model that links the influence of digital readiness to mobile advertising acceptance. In addition to these relationships, the research model they developed from the Technology Acceptance Model also included the influence of perceived usefulness and perceived risk to mobile ads acceptance. Design/methodology/approach – The research model is developed from Technology Acceptance Model (TAM) with a specific attention to assessing whether digital readiness influences the respondents’ perception of usefulness and risk of mobile advertising. The research performs quantitative approach using survey that is formed based on previous literature and conceptual model. Structural equations modelling (SEM) is also conducted to test the constructed model and the proposed hypotheses. Byme (2010) states the significance of the estimated coefficients for the hypothesis relationships which indicate whether the relationship between constructs held true or not. This research will then compare between three models that are differed by range of respondents’ ages. First model will be combined age that is 17-24 years old, second model is 17-20 years old and third model is 21-24 years old. Findings – The results show that digital readiness has a significant influence towards mobile advertising acceptance among Millennials, in which action readiness is more considered than attitudinal readiness in terms of further assessing mobile advertising. In addition, the study also illustrates Millennials’ perception of usefulness and risk of receiving mobile advertising. Younger group (17 – 20 years old) will not be affected much by usefulness of mobile advertising rather than the older group who will consider much about usefulness on accepting mobile advertising. The group also will take risk along with their ability to accept mobile advertising. It contradicts with the older group (21 – 24 years old) who see risk as hindrance in accepting mobile advertising. Research limitations/implications – The area coverage of respondents only included several cities across Java and does not concern about the place of origin of respondents. Besides, this research also possesses an age limit for its respondents that range from 17 to 24 years old to limit the diversity of attitudes, beliefs and perceptions. Originality/value – This study focuses on the concept of Technology Acceptance Model (TAM) in which the digital readiness is applied in the context that has not been conducted in Indonesia. Researchers conducted an empirical study on the effect of digital readiness on mobile advertising that is part of digital technology. The results of this research provide opportunities for digital readiness applications in research on the adoption of other digital technologies. Paper type - Applied research
        256.
        2018.07 구독 인증기관·개인회원 무료
        Digital revenues from music and video have surpassed the physical revenues and, remarkably, access-based services are solely responsible for the growth of digital revenues, whereas (legal) downloading behavior and revenues from paying for ownership are declining (ERA, 2017; IFPI, 2017). However, access-based digital consumption business models are heavily dependent on customers’ continued use of their services. Through two studies, this research aims to investigate customers’ behavioral trajectories in digital entertainment services. Study 1 examines cross-lagged effects of non-financial personal investment on frequency of use and vice versa, while relating attitudinal and demographical antecedents to both trajectories. Study 2 investigates the moderating influence of financial investment on the relation between non-financial investment on frequency of use in a video streaming service with a freemium business model and studies at what point in time users decide to switch from a free service to a paid service. The results of the first study indicate that there are effects of the frequency of use of a service on the amount of non-financial investment put in the service (i.e. creating a list of favorites for later consumption), but the effects of non-financial investment on frequency of use are only found for women. Furthermore, in line with the self-service literature, perception of hedonic rewards is the strongest predictor of frequency of use and the amount of non-financial investment made in the service. For men, perceived ease of use is negatively related with the amount of non-financial investment made, indicating that men are less likely to see the added value of personal investment, when it is easy to find what they are looking for. Lastly, older people perceive new digital entertainment platforms as less hedonically rewarding, less easy to use and less useful, suggesting that they are more favorably disposed towards traditional forms of entertainment, such as the traditional TV. The results of the second study are still in progress and will be presented at the 2018 GMC conference.
        257.
        2018.07 구독 인증기관·개인회원 무료
        Internet of Things (IoT) research is devoted to the idea that a wide array of devices, including appliances, vehicles, buildings, and cameras, can be interconnected to collect and share their abundant sensory information to use for intelligent purposes. IoT technologies are universally seen as transforming the manufacturing and services sectors. Service-Dominant (S-D) logic focuses on a dynamic, ongoing way to co-create value through resource integration and service exchange. Based on research data from business-to-business and business-to-government customers, as well as feedback from employees and managers of two different manufacturers, our study addresses four questions: (1) In the light of the IoT-does the second axiom of the S-D logic—value is co-created by multiple actors, always including the beneficiary—still hold true for B-to-B and Business-to-Government (B-to-G) customers? (2)With reference to the IoT—is there a difference in the acceptance of digital services between B-to-B and B-to-G groups? Does the age group of the customers have to be considered? (3) Are there digital customer services already perceived as being ―co-created‖ in the sense of the S-D logic? (4) Marketing management in the digital age—how to implement IoT projects in buyer-manufacturer relationships considering the abovementioned chances and challenges. Discussing a background of disruption management and S-D logic, we examine factors that influence IoT buyer–manufacturer project success in organizational networks, and compare the attitude of different customer groups towards these projects. Our findings show that in the IoT-driven digital projects even long term customers that trust in their manufacturers have very strong reservations with regards to data safety. We propose a modular concept of a relationship alignment model to enhance trust in manufacturer's credibility in the context of disruptive IoT projects. The evaluation of our empirical studies revealed serious reservations of managers and service employees towards an active integration of customers into digital product maintenance. If manufacturers are not willing to incorporate customers in digital platforms and networks and provide them with digital services they are interested in, this will hamper A-to-A co-creation of value in digital IoT projects.
        258.
        2018.07 구독 인증기관·개인회원 무료
        Digital channels have been rising to the major shopping paths from the past few years, yet it is interesting to notice that more and more digital retailers advance into offline channel nowadays due to the benefits. For example, the digital retailing giant Amazon opened its first bricks-and-mortar bookstore in 2015. Dell, which distributes its products only in the catalog and digital channels, entered the leading retail stores such as Best Buy and Walmart. The digital retailers’ strategy trend that moves into the real world reveals the unique and powerful capabilities of the offline distribution channel and the importance of launching products in the offline channel. Previous studies in marketing have investigated various complement and substitute impacts of offline channel introduction (i.e., Avery et al. 2012, Wang and Goldfarb 2017). However, most of the literature focus on the pc-based online channel and catalog, there is little research about the impact of offline channel introduction on smartphone-based mobile channel. Although mobile channel is similar to online channel in many ways (i.e., internet access and convenient shopping), it can be distinguished from online channel in terms of search and access, leading to a different interplay with offline channel. This research, therefore, aims to investigate how product launching in offline channel affects purchases in mobile channel versus online channel, and deepen the understanding by exploring the moderating effect of offline store intensity. Besides, we also explore the interaction between two digital channels: online channel and mobile channel. As most of the multi-channel retailers offer products in both online and mobile channels, it is incremental to know the interplay between these two digital channels. Using data from a representative multichannel retailer selling beauty products, we find the following three empirical results. First, product introduction in offline channel has a positive effect on online and mobile sales, and the effect is greater for mobile. Second, as offline store increases, the positive impact of offline product launch weakens on online channel, and even turns to negative once the number of offline stores reaches a threshold. However, the influence on mobile channel stays the same. The results reflect that the complementary interplay between offline and mobile channel is relatively stronger than between online channel. Finally, within the digital channels, online purchases only increase with the growth of sales performance within online channel, whereas mobile purchases are positively affected by both within mobile channel sales and across online channel sales. Our findings contribute critical academic and managerial implications for multichannel retailing.
        259.
        2018.07 구독 인증기관·개인회원 무료
        With the arrival of multimedia environment due to the development of digital technology, advertisement surrogacy type and structure are diversified. This advertising agency is a situation that requires a commission system idea suitable for changing environments. Especially in Korea, there is no legal standard of advertising agent fee. Principles such as the fee rate and the burden body of the fee that depended on this custom are also considered part. In particular, government advertisements, where advertising costs are in short supply compared to private companies, need to establish a more efficient system of subsidies. Currently, the compensation system for advertising agencies in Korea is based on commission However, there are many opinions that it is necessary to have a gross fee system that is necessary for acting as an advertising agency, and there is a strong tendency for actual global advertising companies to pursue the agency fee system. We propose the feasibility of the fee system by analyzing the commission system suitable for the multi-media environment, focusing on the commission, the fee system, etc. The results of the study show that the fee system of the domestic advertising market It can become a method that can complement the market, and it is also a direction for domestic advertising companies to seek in a market where global competition is intense. The research methodology is based on the analysis of the advertising agency fee system of Korea and the comparison of the fee system of the global advertising agency with the analysis of the structure of the advertising market in major overseas countries, , Where basic information such as surveys of prisoners are used together. This result will serve as a guide for efficient advertising by means of marketing communication using media.
        260.
        2018.07 구독 인증기관·개인회원 무료
        The emergence of a new marketing channel affects the economy by expanding the consumer's choice of products, altering the competitiveness of retail markets and having an influence on manufacturers' profitability. The electronic commerce channel through the Internet constitutes a typical marketing channel with these features. In this paper, we construct a vertical product differentiation model comprising an upstream manufacturer and two downstream retailers. Our model is closely related to that in Chiang, Chhajed and Hess (2003). We incorporate cost asymmetry across the retailers into the model, a new feature which is not in their model. In this model, the manufacturer not only produces a physical product it sells to the downstream retailers, but also has an option of "versioning" to open a new direct channel for an alternate digital product. We find that, when the marginal cost of the physical product is in some range given other cost parameters, the direct digital channel reduces the quantity of the physical product sold by the inefficient retailer even if it increases total quantity of the physical product. We also find that, when it is higher than the above-mentioned range, the direct digital channel increases the quantity of the physical product sold by the efficient retailer even if it reduces its total quantity. Cost asymmetry across the retailers plays a role in these results. Taking the above results into account, we discuss managerial implications for a manufacturer supplying the physical and digital products.