• Title/Summary/Keyword: 디지털상품

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A Study on the Purchase Factor with Goods Type in the B to C EC (B to C EC에서의 제품유형별 구매요인)

  • Baek, Tak-Seon;Choi, Heung-Seob
    • International Commerce and Information Review
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    • v.1 no.2
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    • pp.145-165
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    • 1999
  • With the rapid spreading of the internet that is based on the development of the information network system, the paradigms of "internet round" and "cyber" are given much weight in the notion of "market." Especially, the cyber shopping for the individuals is developing rapidly creating the new life style, and also in the domestic economy the cases of building and running the cyber shopping malls are increasing. The purpose of this study is to analyse the customers' shopping styles that can be shown when the customers purchase physical goods or digital goods at the B to C EC and find the way to activate the shopping malls by controlling the factors which influence the trade. The result of the study is as follows: First, to analyse the acting style of the customers at the B to C EC, it is searched whether there is any relationship between the purchasing goods, which are divided into physical goods and digital goods. There was a cross analysis between the first factor of the five factors of the purchase decision or delay at the B to C EC and the goods type. The result of the analysis is that the purchase decision factor is different according as what type of goods is purchased. On the other hand, the purchase delay factor has no relation with the goods type. Second, the fact that the cyber shopping activities are quite different according to sexuality, age, academic background, or occupation suggests that these factors are very important to the strategy for the market-specification of the B to C EC marketing construction. The result shown in this study is sure to give great help to figure out the improvement strategies and the market-specialization strategies to accelerate the B to C EC marketing. On the side of the strategies for the improvement of the goods services, more attention should be given to the functional side for the improvement of the reliability of the goods service such as capacity, technique, and quality. And the activities of the customers are so different according to the vital statistics that the way to cope with the changeability properly should be considered.

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A Study on the Development of Design for Travel Souvenir Connected with a Local Festival - Focusing on the Wood-Craft Industry of Inje-county in Gangwon-province - (지역축제와 연계한 관광문화상품 디자인 개발에 관한 연구 - 강원도 인제군 목공예산업을 중심으로 -)

  • Choi, Ki;Shin, Soo-Khil;Park, Jeong-Soon
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.303-314
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    • 2005
  • This study is intended to promote local woodcraft industry with revitalization of local festival in Inje-county. To do so, we propose the travel souvenir design with local identity and the plan for production and marketing based on the management of 'Design Hospital' and the building of production method through 'laser wood inlaying technique like puzzle style'. Research method is benchmarking analysis of successful cases of travel souvenir which is developed for cultural contents of local festival. The result of this study is the following. First, design outsourcing is done one of support in industry focused on old boy network, Through it, Special brain of design can be supplied without compensation. Also the difficulty of manpower problem is lessened and the ability of product development in short term can be guaranteed. On the basis of this, we are able to apply Mass Customization production by up to date digital production method. This enables us to maintain the production flexibility of cultural goods fit for the traits of local festival. This study is intended to present the best model guananteeing both profit of wood technological industry and the possibility of local cultural.

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Nonlinear Filter-based Adaptive Shoot Elimination Method (비선형 필터 기반의 적응적 슈트제거 방법)

  • Cho, Jin-Soo;Bae, Jong-Woo
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.45 no.2
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    • pp.18-25
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    • 2008
  • The current display systems including TVs are going digital and large-sized, and high visual quality of those systems becomes a very important selling point in the current display system market. Thus, various researches have been carried out for enhancing the visual quality of digital display systems. One of the important digital image(or video) enhancement techniques is sharpness enhancement, and it is generally based on a transient improvement technique that reduces the edge transition time. However, this technique often generates overshoot and undershoot, which cause undesirable pixel-level changes around the transient improved edge. In this paper, we propose a new nonlinear filter-based adaptive shoot elimination method for effectively suppressing the overshoot and undershoot that occur in the transient improvement, so that we can obtain visually sharper and clearer digital images(or videos). The proposed method uses two orthogonal directional min/max nonlinear filters with an adaptive shoot elimination scheme in order to effectively suppress the visually sensitive overshoot and undershoot. Experimental results show that the proposed method suppresses the overshoot and undershoot almost perfectly while maintaining the effect of the transient improvement. The applications of the proposed method include digital TVs, digital monitors, digital cameras/camcoders, portable media players(PMP), etc.

A Study on the Successful Strategy for DAB : Focused on DAB Strategy in UK (DAB 성공전략에 관한 연구 - 영국 DAB전략을 중심으로 -)

  • Bae, Hong-Kyun
    • Korean Business Review
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    • v.18 no.2
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    • pp.133-149
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    • 2005
  • DAB is meeting with mixed success. Denmark is performing similarly to the UK thanks to the innovation of the public broadcaster but where DAB is not so strong, the problem can usually be pointed at the lack of enabling regulation. The UK's example, whilst not appropriate everywhere, has valuable lessons including licensing incentives for existing analogue commercial broadcasters and a market-building obligation on the national multiplex licensee. Despite the obvious success of DAB, it would be an omission to leave some of the continued criticisms unanswered, whether of its slow start or the underlying technology. True, there was much over-optimism in the mid-1990s, coupled with unrealistic promises and expectations of receiver pricing and consumer take-up. Governments across Europe have legislated for DAB digital radio in a variety of ways but few as successfully as the UK. It is essential that both public and private broadcasters are encouraged equally to participate in digital radio. The UK is fortunate because, for the last 10 years, there has been a progressive government policy towards digital broadcasting. The 1996 Broadcasting Act set out a full licensing regime for both digital television and digital radio. The 1996 UK legislation contained a number of key elements which have been cornerstones of its success. DAB digital radio began test broadcasting around ten years ago but it has not been a universal consumer success across Europe. In the UK, however, digital radio receivers are one of the fastest-selling consumer electronics products and sales have overtaken those of analogue radios. Why has the UK succeeded with DAB digital radio when other European countries have yet to see their markets take off? This article explains what steps the UK took to make DAB digital radio a success.

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Service Platform and Mobile Application for Smart Tour Guide (스마트 투어 가이드를 위한 서비스 플랫폼과 모바일 앱)

  • Jwa, Jeong-Woo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.6
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    • pp.203-209
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    • 2016
  • Digital tourism is the digital support of the tourist experience before, during and after the tourist activity[1]. The GPS-enabled mobile phones provide location-based mobile applications such as tour guide and storytelling services. In this paper, we propose the smart tour guide service platform based on GIS and develop the mobile application to provide the smart tour guide service. The proposed smart tour guide service platform consists of CMS, the multi-modal navigation system, the tour attraction content creation and management system, the tour commodity creation and management system, the smart search system, and the user terminal. The smart tour guide application supports digital tourism in the pre-tour, during tour, and post-tour using the proposed smart tour guide service platform in the popular tourist attractions in Jeju.

Factors Affecting Behavioral Intention to Use the Integrated Platform of Newspaper (신문사 통합형 플랫폼 사용의도에 영향을 미치는 요인)

  • Kim, Daewon;Kim, Min Sung;Kim, Seongcheol
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.122-138
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    • 2015
  • This research examines factors affecting behavioral intention to use integrated platform (IP), which is one of the business models regarding paid digital contents, based on extended United Theory of Acceptance and Use of Technology (UTAUT2). IP is a service which is designed to make digital content charged. It combines digitalized format of newspaper, premium news or behind news, and additional information. The results of this paper show that effort expectancy, social influence and hedonic motivation have positive relationship with behavioral intention to use IP (BI). Satisfaction with newspaper shows negative relationship with BI, which means that newspaper and IP can be replaced with each other. Newspaper subscribers tend to have higher BI than non-subscribers. Performance expectancy, gender, age, and satisfaction with website do not have significant effect on BI.

Analyzing Home Network System Adaptation Status in Apartments (아파트 홈네트워크 시스템 적용실태 조사연구)

  • Lee Sun-A;Chang Kyung-Moon;Kim Jae-Jun
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2004.11a
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    • pp.571-574
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    • 2004
  • It is rapidly expanding to provide Home Digital Service based on the Home Network System in intelligent apartment. Fortunately, Korea has one of the highest rates of Internet penetration and access in the world. Construction companies used the Home Network system as a strategy of differentiation and it is available to the customers to raise their asset value. Besides, the government has a positive response to accept the new movements to make the digital environment with 'u-Korea (Ubiquitous Korea)' as the slogan. However, the level of providing Home Digital Service is actually at the beginning. The develop the home network industry more effectively, the related industries' cooperation is essential. The purpose of this study is to propose a providing model of Home Network System for the construction company and to make a method to response the fast change of technology development and customer's request at the point of construction companies' view.

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Case Study on Using Gamification as an Effective Marketing Strategy (효과적 마케팅 전략으로서 게이미피케이션 활용 사례 연구)

  • Doo, Kyungil
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.395-401
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    • 2020
  • With the popularization of smartphones and the development of digital technologies, new concepts that maximize interactive communication have begun to appear in marketing strategies. One of them is the gamification marketing strategy that combines games with marketing that induces customer interest and voluntary participation. Gamification is a compound word of 'game' and '-fication', and marketing cases using game formats are being implemented in various fields. Therefore, this study will identify the implications of the usage of gamification that has become a trend, and analyze the gamification techniques and factors shown in various cases to suggest the direction of gamification as an effective marketing strategy. Companies are actively using gamification in their marketing strategies in a variety of forms and apply gamification techniques such as challenge, competition, accomplishment, reward, and relationship. As a result of the case analysis, important factors commonly identified in the gamification techniques used in marketing are 'Accomplishment' and 'Rreward'. Using various products and benefits obtained through solving a given mission or task as game elements, it was found to be an effective strategy to induce consumers' interest and participation and to promote consumption by encouraging consumers' immersion.

The Development of Smart Jacket Incorporating MP3 functionality for Commercial Use (MP3 기능 스마트 재킷의 상용화 모형 개발)

  • Cho, Hyun-Seung;Kim, Jin-Hyung;Park, Sun-Min;Ryu, Jae-Hun;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.9 no.4
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    • pp.377-383
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    • 2006
  • The purpose of this research is to develop a design model of a smart jacket incorporating MP3 functionality for commercial use, as one of the digital lines of textile to apply If technology. In order to conduct this study, the previous studies were analyzed and usability and wearability tests were conducted using five prototype design models of smart wear with MP3 functionality. Accordingly, the smart jacket incorporating MP3 functionality for commercial use, for which user-centered interface, usability and wearability were completed, was developed by optimizing the design and location of the input interface, control module, the path of wires and earphone etc., based on textile wire and keypad. The smart jacket targets the female dress market from late-teens to early twenties. It will be a high value commodity considers all aspects of recent fashion trends, consumers' emotional satisfaction and the value of digital wear.

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Propose of Efficient u-smart tourist information system in Ubiquitous Environment (유비쿼터스 환경에서 효율적인 u-스마트 관광정보시스템 제안)

  • Sun, Su-Kyun
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.407-413
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    • 2013
  • For Ubiquitous service, there are some method researched. To IT convergence study tourism the convergence of IT and tourism in recent years has emerged as a discipline in the future. Tourist information is information about tourism products as tourists tourism decision-making needed to say. Information presented information anytime, anywhere, using a contact-type media, mobile and efficient tourist information content and generate content using Smart App store to the database is needed. This paper, by taking advantage of the Smart App Places to generate content and Smart Things to query, modify, search, tourism information, tourism policy and tourists can be analyzed, and the average inclination and these efficient tourism information content and that can be utilizedmodels are proposed. This u-Smart is a tourist information system. Build the biggest advantages of the meta-meta-model in real time by utilizing Smart App disposition of existing tourism information and tourist and tourism rating database. Helps to generate patterned by digital tourism policy tourism information content.