This study proposes a new collaborative filtering model that integrates Restricted Boltzmann Machines. The proposed two-stage model is applied to household-level supermarket purchase data. Results show that our model fits the data better and outperforms existing collaborative filtering methods in predicting shopping patterns. The proposed model also improves interpretations of market complexity and common causes of coincidence associated with customers’ multi-category purchases.
최근 패션 브랜드들이 사용자들의 능동적 참여가 가능한 메타버스 플랫폼을 자사의 브랜드 접점으로 활용하기 위한 방안을 모색하고 있다. 이에 본 연구에서는 메타버스와 오프라인 스토어에서의 브랜드 체험을 비교하고자 한다. 패션 브랜드 젠틀몬스터의 오프라인 스토어과 이를 메타버스 공간에 그대로 재현한 제페토(ZEPETO) 스토어의 브랜 드 체험을 비교하였다. 실험 참가자 집단을 메타버스 스토어 체험이 선행된 집단과 오프라인 스토어 체험이 선행된 집단으로 구분하여 현장 조사를 진행하였다. 그 결과, 다음과 같은 주요 연구결과를 도출할 수 있었다: (1) 전체 체험 반응에서 감성 보다는 새로운 정보에 반응하는 감각 체험이 주를 이루었다; (2) 메타버스보다는 제품을 직접 만지고 체험할 수 있는 오프라인 스토어에서 체험이 더욱 활발하게 이루어졌다; (3) 네 가지의 테마공간 유형 중에서는 제품 공간에서 가장 많은 체험 반응이 나타났다; (4) 오프라인 스토어 체험이 선행된 두 번째 그룹보다 메타버스 스토어 체험이 선행된 첫 번째 그룹에서 보다 활발한 체험 반응이 일어났다. 마지막으로 본 연구결과를 통해 가상공간에서 의 메타버스 브랜드 스토어가 현실 공간의 시공간적 제약을 뛰어넘은 차별화된 경험을 제공할 뿐만 아니라, 오프라 인 스토어의 경험을 더욱 의미 있고 풍부하게 만들어 주는 전략적 도구로 활용될 수 있음을 알 수 있었다.
The remote dismantling system proposed in this paper is a system that performs the actual dismantling process using the process and program predefined in the digital manufacturing system. The key to the successful applying this remote dismantling system is how to overcome the problem of the difference between the digital mockup and the actual dismantling site. In the case of nuclear facility decommissioning, compensation between the virtual world and the real world is difficult due to harsh environments such as unsophisticated dismantling sites, radiation, and underwater, while offline programming can be proposed as a solution for other industries due to its sophisticated and controllable environment. In this paper, the problem caused by the difference in the digital mockup is overcome through three steps of acquisition of 3D point cloud in radiation and underwater environment, refraction correction, and 3D registration. The 3D point cloud is acquired with a 3D scanner originally developed in our laboratory to achieve 1 kGy of radiation resistance and water resistance. Refraction correction processes the 3D point cloud acquired underwater so that the processed 3D point cloud represents the actual position of the scanned object. 3D registration creates a transformation matrix that can transform a digital mockup of the virtual world into the actual location of a scanned object at the dismantling site. The proposed remote dismantling system is verified through various cutting experiments. In the experiments, the cutting test object has a shape similar to the reactor upper internals and is made of the same material as the reactor upper internals. The 105 successful experiments demonstrate that the proposed remote dismantling system successfully solved the key problem presented in this paper.
Recently, the purchase of fresh-cut produce and meal kits has increased. Ready-to-eat (RTE) fresh-cut products have potentially hazard of cross-contamination of various microorganisms in the processes of peeling, slicing, dicing, and shredding. There are frequent cases of protozoa food poisoning, such as Cyclospora and Cryptosporidium, caused by fresh-cut products. The objective of the study is to investigate the microbiological qualities of various types of RTE fresh-cut products in the domestic on/offline markets. RTE fresh-cut fruits cup (n=100), fresh-cut vegetables (n=50), and vegetables in meal kits (Vietnamese spring rolls and white radish rolls kits, n=50) were seasonally analyzed. The contamination levels of hygienic indicator organisms, yeast and mold (YM), and foodborne pathogens (Bacillus cereus, Staphylococcus aureus, Listeria monocytogenes, Salmonella spp., and Escherichia coli O157:H7) were monitored. Overall, the lowest microbiological qualities of meal kits vegetables were observed, followed by RTE fresh-cut fruits cup and fresh-cut vegetables. Contamination levels of total aerobic bacteria, coliforms, and YM in meal kits vegetables were 5.91, 3.90, and 4.71 logs CFU/g, respectively. From the qualitative analysis, 6 out of 200 RTE fresh-cut products (3%) returned positive result for S. aureus. From the quantitative analysis, the contamination levels of S. aureus in purple cabbage from a meal-kit and fresh-cut pineapple were below the acceptable limit (100 CFU/g). Staphylococcus enterotoxin seg and sei genes were detected in RTE fresh-cut celery and red cabbage from meal-kits, respectively. S. aureus contamination must be carefully controlled during the manufacturing processes of RTE fresh-cut products. Neither Cyclospora cayetanensis nor Cryptosporidium parvum was detected in the samples of RTE fresh-cut products and vegetables from meal-kits from the Korean retail markets.
본 연구는 청소년의 스마트폰 의존이 공격성을 매개로 하여 오프라인 비행에 미치는 영향을 검증하였다. 이를 위해 한국아동 청소년패널조사(KCYPS 2018)에 응답한 중학생 2590명을 연구대상으로 하였다. 분석방법은 기술통계, 상관분석, 위계회귀분석 및 매개영향분석을 실시했다. 연구결과 첫째, 기술통계의 결과 청소년의 스마트폰 의존도의 평균이 공격성이나 청소년 비행의 평균보다 상대적으로 높게 나왔다. 둘째, 독립변수인 청소년스마트폰 의존도, 매개변수인 공격성, 종속변수인 비행 간에 서로 정적(+)상관성이 있으면서 통계적으로 유의하게 나왔다. 셋째, 청소년의 스마트폰 의존은 비행에 영향을 미치면서 공격성이 부분매개 역할을 하는 것으로 밝혀졌다. 상술한 연구결과를 바탕으로 본 연구는 청소년의 스마트폰 의존도를 경감시키고 청소년의 부정적 정서인 공격성을 완화시킬 수 있는 사회복지실천 프로그램과 정책에 대해 제언하였다.
배경/목적: 본 연구는 증증급성호흡기증후군(COVID-19)의 확산에 따라 학술행사의 방식이 직접 참석에서 비대면 온라인 방식으로 점차 변화되는 현재의 경향을 고려하여, 2020년 시행된 학술행사 참석자들의 만족도를 분석한 연구이다. 설문조사를 통해 비대면 온라인 학술대회의 장점과 단점을 분석하고, 이를 토대로 향후 이상적인 학술대회를 준비할 수 있는 자료를 수립하고자 하였다.
방법: 2020년 상반기에 서울에서 개최된 ‘IC-KPBA 2020’ 학술행사의 참석자를 대상으로 18개 문항으로 구성된 설문조사를 시행하였다. 설문조사는 네이버 설문조사의 플랫폼을 이용하여 진행되었다.
결 과 : 비대면 온라인 방식의 학술행사에 대해서 학회 참석자들은 전반적으로 만족 혹은 매우 만족스럽다고 응답하였다. 온라인 참석자들은 네트워크 연결, 화면 및 음향 등의 각각의 항목에서 약 70-85%가 만족 혹은 매우 만족으로 응답하였으며, 직접 참석자들을 대상으로 한 설문에서 방역대책 및 현장의 화면, 음향 시설 등의 각각의 항목에서 약 80-90%가 만족 혹은 매우 만족으로 응답하였다. 향후 학회 참석 방식의 선호도 조사에서는 가급적 온라인을 선택하겠다는 답변이 33% 로 가장 높게 나타났다.
결론: 학술행사의 방식이 점차 비대면 온라인으로 변화되는 추세에서 대한췌장담도학회 주관 하에 새로운 방식으로 개최한 국제학술대회에 대한 만족도는 전반적으로 양호-우수한 것으로 확인되었다.
Physical stores are significant contact points for customers to have unique shopping experience with hedonic values (Hirschman and Holbrook, 1982). The value is becoming even more important as a differentiating factor for companies in the digital era when e-commerce is dramatically expanding and growing (Kotler, Kartajaya, and Setiawan, 2017). In order to deepen our understanding on online for offline (O4O) shopping experience, we focus on Visual Merchandizing Design (VMD) as one of the key factors to differentiate physical stores from e-commerce. VMD has a long history since 18th century VMD and has been extensively researched in various ways, but no study has been done in the setting of online for offline (O4O). VMD is defined as an art of displaying the things in a manner to attract the attention of the customer and persuade them to buy the product (Kerfoot, Davies, and Ward, 2003; Krishnakumar, 2014). In the VMD's extant research, many suggest the importance of VMD from the viewpoint of experiential marketing. It has been discussed that VMD is an effective way to impress consumers with company brands (e.g., Kim and Kim, 2011; Park and Jeon, 2004 Sun and Lee, 2017). In order to analyze the effectiveness of VMD, we use the three elements commonly used in practice that include Visual Presentation (VP), Point of Sales Presentation (PP), and Item Presentation (IP). The role of Visual Presentation (VP) is to invite customers from outside to inside of the store. When a customer enters the store, it is expected to encourage customers to stay longer to look around through PP (Point of sales Presentation). Finally, attractive Item Presentation (IP) on the shelves or hangers encourages customers to purchase products. We combine this VP-PP-IP framework of VMD with New AIDA model proposed by Iwamoto, Kawakami and Suzuki (2016). New AIDA model is a revised version of AIDMA that incorporates online related factors such as search, keep and share. Using this framework, we conducted three case studies on JINS BRAIN Lab by JINS Inc. in Japan, LAB101 in South Korea and On and the Beauty by Lotte Shopping in South Korea. We visited the store to observe how these companies realize the elements of VMD (VP-PP-IP) at each store. The results suggest that, for the better O4O experience to shop at a physical store looking at a mobile device, companies need to design the store from VMD point of view in addition to data-driven or artificial intelligence supported merchandizing. Physical stores with better VMD also play a significant role for generating word-of-mouth for engaging other customers.
목적 : 본 연구는 고령자를 대상으로 한 대면 방식(offline)의 라이프스타일 중재 및 모바일 앱을 통한 라 이프스타일 중재(online 또는 mobile health)의 효과를 알아본 연구들을 고찰하고, 그 효과를 알아보는 것을 목적으로 한다.
연구방법 : 2010년 1월부터 2020년 2월까지 데이터베이스 PubMed, Cochrane, Embase, NDSL에 게재 된 문헌들을 대상으로 하였다. 최종적으로 오프라인 중재 연구 6편과 온라인 중재 연구 4편을 체계적으로 고찰하였으며, Comprehensive Meta Analysis 3.0 프로그램을 사용하여 메타분석을 실시하였다. 결과 : 선정된 10개 논문의 평균 PEDro scale은 6.3점으로 비교적 높은 편에 속했다. 10편의 연구 중 프 로그램 구성을 주로 신체활동 및 식이에 초점을 맞춘 연구가 8편, 작업에 기반한 연구가 2편이었다. 메 타분석 결과, 오프라인 중재 방식과 온라인 중재(모바일 헬스) 방식의 효과 크기가 각각 0.13(p=0.035), 0.27(p=0.001)로 모두 작은 효과 크기로 통계학적으로 유의미하였다.
결론 : 본 연구를 통해 오프라인 및 온라인(모바일 헬스) 방식의 라이프스타일 관련 중재가 고령자의 건강에 긍정적인 영향을 줄 수 있는 유용한 중재 방식이 될 수 있음을 확인하였다. 따라서 본 연구 결과는 향후 국내 지역사회 상황과 고령자의 특성에 따른 라이프스타일 관련 중재 기법을 선정할 때 도움이 될 수 있을 것으로 사료 된다.
오프라인 공간 이동 게임은 (이하 공간 이동 게임) 정해진 실제 공간에 배치된 여러 퍼즐 문제와의 상호작용을 통해 해당 공간을 탈출하는 게임으로서 전 세계적으로 많은 인기를 끌고 있다. 본 논문은 공간 이동게임을 디자인할 때 도움이 되는 새로운 잠금 시스템을 제안하고자 한다. 해당 잠금 시스템은 여러 개의 스마트폰 장치를 활용하는 것으로, 터치 디스플레이를 이용해 장치 간의 배치를 추정할 수 있는 시스템을 기반으로 한다. 사용자는 공간 이동 게임 내에서 주어진 힌트를 이용해서 다수의 스마트폰 장치를 적절하게 배치한 후 스마트폰들의 배치를 추정할 수 있는 터치 제스처 데이터를 서버에 전송한다. 서버는 각 장치의 배치 상태를 추정하여, 배치 상태가 올바른 지 확인하고 게임을 진행시킨다. 제안한 잠금 시스템에 대해, 사용의 입력을 바탕으로 잠금 시스템으로서의 성능을 평가하였으며, 잠금 패턴을 구분하기 위한 적절한 파라미터를 선정하였다. 또한 이 연구결과를 바탕으로 공간 이동 게임에서 활용될 수 있는 시나리오를 제안하였다. 본 논문을 통해 제안된 새로운 잠금 시스템을 통해 공간 이동 게임에 보다 다양한 시나리오와 트릭이 활용될 수 있을 것으로 기대한다.
Retail firms have begun to pursue the marketing strategies, which stimulate consumers’ sensibility and lead people to purchase their products. The visible effects of visual merchandising (VM) arouse consumers’ interest and play an effective role in having busy people efficiently choose products. Apparel retail stores such as SPA use the offline store to be the experiential environment of their branding. Consumers’ sensitivity and response toward various visual merchandising strategies needs to be accessed. The purpose of this study is to identify VM consciousness and VM evaluation attribute factors. Relationship of such variables with other variables were accessed. As consequence variables, product satisfaction and unplanned purchase behavior were included in the study. An empirical survey data was collected from men and women of various ages. Results indicated that VM consciousness and VM evaluation attribute factors were not correlated with consumer demographic variables. VM evaluation attributes were factored into appropriateness, attractiveness and functionality dimensions. Clothing involvement and brand orientation significantly influenced product satisfaction and unplanned purchase. The direct and indirect effect (via VM consciousness) were significant. For unplanned purchase, brand orientation only had indirect effect. The influence of VM evaluation attribute factors were significant. Appropriateness had stronger effect on product satisfaction whereas attractiveness had stronger effect on unplanned behavior. Functionality dimension had only indirect effect on product satisfaction but did not show significant direct and indirect effects on unplanned purchase. This study identified the pivotal role of VM consciousness in various shopping and purchasing circumstances in offline retail store of apparel brands.
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.
The culinary business in Indonesia has become attractive since it gives 41.40% contribution to total creative economy GDP in 2016 (BEKRAF-BPS, 2016). The high contribution of the culinary industry could not separate from the fact that Indonesia has plenty of local foods variety from a different area in Indonesia. Since 2016, on the scope of ASEAN Economy Community, the role of Indonesian millennial is essential. The total of ASEAN population is 625 million. 65 percent of them who was born in 1980 is around 375 million. Indonesia has approximately 84 million millennial which means 23% of the youth in ASEAN is Indonesia citizen. The current research aims to analyzed millennial behaviors and how they consumed local foods based on the online and offline appearance of the local food. Based on the survey to 121 millennial, this study found that online and offline appearance includes social media, sensory appeal, health and weight control, price, habit, and sociability and social image, have a significant influence to local food consumption among millennial. This study may provide a new perspective on how local food entrepreneurs should manage their online and offline appearance of local food to increase the product’s consumption.