• Title/Summary/Keyword: 디지털상품

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A Study on the User Experience of Gamification Elements in Mobile Commerce in Korea (국내 모바일 커머스 게임화 요소의 사용자 경험 연구)

  • So Young Lee;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.155-161
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    • 2024
  • This study investigates user experiences of reward-based mini-games, gamified elements within the domestic mobile commerce sector. Recently, gamification marketing strategies have been actively employed in mobile commerce services to attract customers, increase dwell time, and enhance revisit rates. Conducting research on user experiences of gamified elements, we quantified evaluations of how users perceive these elements within mobile commerce. Using enjoyment, immersion, rewards, value, and utility as criteria, we designed a questionnaire and conducted surveys, followed by 1:1 in-depth interviews with users aged 20 to 40. The experimental results highlight the need for strategies to increase user satisfaction in terms of enjoyment and immersion, as well as the necessity to enhance user experiences related to predictable reward systems and product exploration to facilitate product purchases. It is hoped that this study will provide insights for companies seeking to incorporate gamified elements into their marketing strategies and improve user experiences.

Image Watermarking for Copyright Protection of Images on Shopping Mall (쇼핑몰 이미지 저작권보호를 위한 영상 워터마킹)

  • Bae, Kyoung-Yul
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.147-157
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    • 2013
  • With the advent of the digital environment that can be accessed anytime, anywhere with the introduction of high-speed network, the free distribution and use of digital content were made possible. Ironically this environment is raising a variety of copyright infringement, and product images used in the online shopping mall are pirated frequently. There are many controversial issues whether shopping mall images are creative works or not. According to Supreme Court's decision in 2001, to ad pictures taken with ham products is simply a clone of the appearance of objects to deliver nothing but the decision was not only creative expression. But for the photographer's losses recognized in the advertising photo shoot takes the typical cost was estimated damages. According to Seoul District Court precedents in 2003, if there are the photographer's personality and creativity in the selection of the subject, the composition of the set, the direction and amount of light control, set the angle of the camera, shutter speed, shutter chance, other shooting methods for capturing, developing and printing process, the works should be protected by copyright law by the Court's sentence. In order to receive copyright protection of the shopping mall images by the law, it is simply not to convey the status of the product, the photographer's personality and creativity can be recognized that it requires effort. Accordingly, the cost of making the mall image increases, and the necessity for copyright protection becomes higher. The product images of the online shopping mall have a very unique configuration unlike the general pictures such as portraits and landscape photos and, therefore, the general image watermarking technique can not satisfy the requirements of the image watermarking. Because background of product images commonly used in shopping malls is white or black, or gray scale (gradient) color, it is difficult to utilize the space to embed a watermark and the area is very sensitive even a slight change. In this paper, the characteristics of images used in shopping malls are analyzed and a watermarking technology which is suitable to the shopping mall images is proposed. The proposed image watermarking technology divide a product image into smaller blocks, and the corresponding blocks are transformed by DCT (Discrete Cosine Transform), and then the watermark information was inserted into images using quantization of DCT coefficients. Because uniform treatment of the DCT coefficients for quantization cause visual blocking artifacts, the proposed algorithm used weighted mask which quantizes finely the coefficients located block boundaries and coarsely the coefficients located center area of the block. This mask improves subjective visual quality as well as the objective quality of the images. In addition, in order to improve the safety of the algorithm, the blocks which is embedded the watermark are randomly selected and the turbo code is used to reduce the BER when extracting the watermark. The PSNR(Peak Signal to Noise Ratio) of the shopping mall image watermarked by the proposed algorithm is 40.7~48.5[dB] and BER(Bit Error Rate) after JPEG with QF = 70 is 0. This means the watermarked image is high quality and the algorithm is robust to JPEG compression that is used generally at the online shopping malls. Also, for 40% change in size and 40 degrees of rotation, the BER is 0. In general, the shopping malls are used compressed images with QF which is higher than 90. Because the pirated image is used to replicate from original image, the proposed algorithm can identify the copyright infringement in the most cases. As shown the experimental results, the proposed algorithm is suitable to the shopping mall images with simple background. However, the future study should be carried out to enhance the robustness of the proposed algorithm because the robustness loss is occurred after mask process.

The necessity of developing various convergence financial services in preparation for the aging (고령화에 대비한 다양한 융복합 금융 서비스 개발의 필요성)

  • Choi, Jeong-Il;Ahn, Chang-Yong
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.137-146
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    • 2015
  • The aging process in this country is underway at the fastest pace compared to those of the leading countries. On the other hand, preparing for retirement funds is more difficult than before due to the impact of slow interest rate and slow growth. The purpose of this study is to examine the necessity of providing various financial services in preparation for the future aging era. After analizing the various materials and utilizing a survey of the bank employees and the general public, we have found the followings. The replacement rate of this country, 55%, is much lower than the suggested level of World Bank, 75%. Also, the pension ratio in the income after retirement of this country is much lower compared to those of the States and Japan. The most people who participated in the survey needed ₩2,000 - ₩2,990 thousand for monthly living expenses after retirement. For the retirement funds, the higher the age the higher proportion of savings deposits they want, and the lower the age the higher proportion of insurance and pension products they want. Based on these analyses, the necessities of developing financial life planning which includes both financial and non-financial sides, retirement funds management according to age, revitalization of housing pension and developing diverse retirement funds are suggested.

Analysing the Relationship among Tourism Omnichannel Selecting Factor, Satisfaction and Purchasing Intention on the Tourism Purchasing Stage (관광구매단계에서의 관광옴니채널 선택요인, 만족도, 구매의도 등에 관한 영향관계 분석)

  • Park, Hyun-Jee;Park, Jung-Hwan;Lee, Joung-Sil;Kim, Young-Ha;Oh, Am-Suk;Park, Bong-Gyu
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.173-182
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    • 2017
  • On the tourism purchasing stage, this study is focused on analyzing the relationship among tourism omnichannel selecting factor, satisfaction and purchasing intention considering the moderator effects of tourism experience and perceived risk. Based upon antecedent studies and literature about tourism omnichannel, We presented the study model and hypotheses. For the accurate analysis, we did field survey with 400 respondents. The results are as follows. First, the positive relationship are found between channel selecting factors during purchasing and tourism omnichannel satisfaction. Secondly there is a positive relationship between tourism omni-channel satisfaction and tourism purchasing intention. Thirdly tourism experience is proved as a positive moderating effect between channel selecting factors during purchasing and tourism omni-channel satisfaction. But the moderating effect of perceived risk is negative between them.

Designing Mobile Application for Korean Traditional Markets Based on O2O Service Platform (O2O 서비스 기반 전통시장 주문 모바일 어플리케이션의 설계 및 개발)

  • Bang, young sun;Yang, Seung Mok;Jeon, Hye Rin;Lee, Danielle
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1689-1697
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    • 2018
  • This paper explored how to design amobile application for Korea's traditional markets based on O2O service and data science technologies. In order to cover a broader scope of customers, diversify the ways to sell products, and increase the profits of Korea's traditional markets, the application bridges online customers with offline stores at traditional markets and augments both convenience and accessibility. Beyond the typical face-to-face interactions between customers and sellers at traditional markets, this application offers mobile payments and personalized recommendations of nearby stores and preferable products using Beacon and datascience technologies. Moreover, it offers multi-language support for foreign customers who are not familiar with Korea's traditional markets and the products sold there. In conclusion, using O2O service, which is a rising trend among prevalent platform technologies, this study proposed a new e-commerce model for Korea's traditional markets to promote market expansion.

Effects of Hotel Advertising Attitude and Brand Image toward Customers' Purchase Intention (호텔광고 태도와 브랜드이미지가 고객의 구매의도에 미치는 영향)

  • Han, Jin-Young
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.181-190
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    • 2017
  • The purpose of This study was to find out the effects of the hotel advertising attitude and brand image on customers' purchase intention. For this study, a total of 306 questionnaires among collected data for customers who experience hotel service at five star hotels located in Seoul from April 1, 2015 to April 30, 2015 was to ensure a valid sample. As a result of the experiments which conducted by factor analysis and regression analysis, it shows positive significant effects in purchase intention of "feeling and persuade attitude factor" and "reputation and usefulness attitude factor", but it is not positively effected continual purchase intention in hotel customers. Also, it shows positive significant effects on hotel customers' purchase intention of "emotional brand image" and "physical brand image". From the study, it is expected to find efficient ways to activate purchase intention on hotel products through differentiated advertising and brand image. In addition, it should be considered that positive images building up emotional and physical characteristics in hotels for establishing consumer-brand relationship. From the study, it is expected to find efficient ways to activate purchase intention on hotel products through differentiated advertising and brand image.

Case Study of SM Entertainment on the K-Pop Visual Directing Strategy (K-Pop 비주얼디렉팅 전략에 관한 SM 사례연구)

  • Choi, Lia Sung-Yee;Ko, Jeong-Min
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.373-379
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    • 2019
  • This study examines the process and scope of visual directing through the case of SM Entertainment, and explores the role of visual directors. As a result of the case study, SM created the visual directing team composed of art director and visual designers within the creative headquarters and was actively introducing visual directing for the development of idol. The visual directing process of SM, which is being developed as a part of the star marketing, consists of analyzing the environment in marketing strategy, establishing marketing strategy related to idol, setting up target image per artist, and finally planning and managing the visual directing project. The visual director in SM is required to have creative talent, logical persuasion, information analytical ability, visual expression ability, and field application ability. SM also applies visual directing accumulated from idol singers to SM business areas such as MD product design and production, product composition and designer collaboration, and SM town COEX artium. This paper have significance in attracting visual directing to the academic field.

Security and Trust on Non-Contact Financial Transaction (금융보안과 신뢰가 비대면 금융거래에 미치는 영향)

  • John, Yong-Jean
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.147-154
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    • 2021
  • The pandemic age came to us after the COVID19 broke out in the early of 2020, which resulted in many changes in our everyday life. One of the changes is non-contact transactions in economic activities, especially contact-free financial transactions are ever-increasing activities in the pandemic age. In non-contact financial transactions, security and trust are important issues that users are concerned about the most. So the paper examines how security and trust have effects on the attitudes of bank customers who use mobile banking applications on their smartphones. The study conducted factor ananlysis to extract research constructs using survey data gathered during Nobember of 2020 through February of 2021 across the nation. After extracting the constructs, the study checked validity, sampling adequacy, and internal reliability with KMO, Bartlett's test, and Crombach Alpha respectively. To make sure the purpose of the study, I do regression analysis. All factors of attitude had impacts on willingness on both of transactions and purchasing financial products. The results could give guidelines banks which want to attract more customers in open-banking environment through ever-more secure and trusty mobile banking application.

Retail-Store Type Digital Signage Solution Development And Usability Test Using Android Mini PC (안드로이드 미니PC를 이용한 Retail-Store형 디지털사이니지 솔루션 개발 및 사용성 테스트)

  • Lim, Jungtaek;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.29-44
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    • 2015
  • Digital Signage, a way of advertising or delivering information to viewers through digital displays, has expanded from being just an advertising channel in public places. Recently, it has become widely prevalent in restaurants and retail stores. Despite its wide expansion, digital signage is limited to specific usages and services and the devices it uses are also quite expensive. This study introduces a stick-type digital signage product that operates on Android OS, which addresses all the weaknesses of digital signage with much more reasonable pricing and stable operation. For stability, performance tests were executed on the hardware and applications. The results for hardware performance were extremely promising, as each scenario's maximum performance results, measured by Load Runner programs, reached target indexes. Also, as a result of the usability test, all participants, including non-digital signage system users (novices), were able to easily learn all the tasks. As a result of user satisfaction survey, positive responses were exhibited for ease of learning and usability (LEU), helpfulness and problem solving capabilities (HPSC), affective aspect and multimedia properties (AAMP), commands and minimal memory load (CMML), and control and efficiency (CE).

A Study on the Development of the 『Guunmong』 Story's Digital Image-Contents by Collective Intelligence (집단지성기반의 『구운몽』 디지털 이미지 콘텐츠 개발 방안 연구)

  • Lee, Jung-Gon;Jeong, Dae-Yul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.11
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    • pp.501-512
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    • 2019
  • The purpose of this study is to explore the necessity and method of the development of modern digital image contents using the story of the literary work 'Guunmong'' by Kim Man-joong. Collective intelligence technique is one of the most recommended. Today, most cultural content development is achieved through the application of digital technology through collaboration of various people from the planning stage to the completion stage. Most prototypes of local cultural contents are developed based on the literary works of artists from the region or background of the region on the works. These local cultural resources can be developed into experiential tourism products and used for the development of local cultural industry. This study first examines the availability of collective intelligence method as a way to effectively develop local cultural contents, and proposes application of image-telling technique and using web-toon characters in digital image contents development. In order to prove the practical applicability of the proposed method, we present an example of cultural contents development of 'Guunmong'. Finally, we propose a new business model based on collective intelligence to develop a system of creation and distribution of the cultural contents through the continuous collaboration.