• Title/Summary/Keyword: 온라인 결정

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Analysis and Proposal of "Do Not Track" Regulations for Online Behavioral Advertising (온라인 행동기반 맞춤형 광고를 위한 온라인 추적 금지 제도 분석 및 제안)

  • Choi, Jinju;Lee, Chunghun;Kim, Beomsoo
    • The Journal of Society for e-Business Studies
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    • v.17 no.4
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    • pp.155-174
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    • 2012
  • As Online Behavioral Advertising is dramatically growing with usefulness of information and user convenience in recent years, there are privacy issues caused by collecting user's behavioral information without their consent. To tackle the problem, the need of Do Not Track regulations is getting much higher. In Korea, however, it has never existed. So, this study is examining the case of the major countries have been enforcing the law and regulations of DNT. After that, it is classified with four domain (law/regulation, corporation, individual, society) to include all stakeholders of OBA. Furthermore, this study may have academic significance by suggesting DNT framework through analysis of them. Providing DNT mechanism consisted of three type (behavioral information, control, DNT system), it can be useful guidelines for companies to support decision making as introduced DNT. As analyzed between DNT and stakeholders based on the study of OBA market, it will be useful basic material of OBA study later.

Development of Korean Scale for Measuring Children's Online Game Addiction Tendency (아동의 온라인 게임 중독 성향 측정을 위한 한국형 검사 척도 개발)

  • Lee, Chul-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.29-38
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    • 2007
  • The purpose of this study is developing of Korean scale for measuring elementary school pupil's online game addiction tendency by scientific development process. The pilot test was conducted in three times, and the items analysis, reliability analysis, and factor analysis was conducted at every test, so the inquiries for main survey composed of 30 inquiry items was decided. Some referential variables was included in the inquiries for main survey such as inquiry items for testing the actual using conditions and attitude of online game, the aggressive behavior scale, the impulsive behavior scale, the solitude scale, and the self-control scale. 2,584 fifth and sixth grade students in elementary school participated in main survey. For main survey results, items analysis and reliability analysis was conducted and validity was verified by exploratory factor analysis and correlation analysis. Finally, the final inquiry items composed of 7 factors, 30 items and the grouping criterion were developed through the standardization process.

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Credibility Enhancement of Online Reputation Systems for SNS Using Collaborative Filtering Method (협업필터링을 이용한 사회연결망서비스(SNS)용 온라인 평판시스템 신뢰도 향상에 관한 연구)

  • Cho, Jin-hyung;Kang, Hwan-Soo;Kim, Sea-Woo
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.115-120
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    • 2017
  • Online reputation systems for social network services(SNS) aggregate users' feedback and estimate the reputation of contents or providers. The aim of this research is to enhance credibility of the online reputation system on the SNS based e-Commerce(we called it as social commerce). SNS users usually refer to evaluations from other users who bought the products before. Most social commerce sites provide reputation system to help their customer make a decision, but sometimes we can't believe the reputation because the reputation is too subjective and the seller can deceive the customer for sales promotion. Threrefore, we usually use just the average value to show the general customer's evaluation result. We applied collaborative filtering method to give more weighting to the users who have evaluated correctly in the past. As a result, we could get more accurate evaluation results by considering each customers' credibility value that was computed by collaborative filtering.

A Study on Automatic Comment Generation Using Deep Learning (딥 러닝을 이용한 자동 댓글 생성에 관한 연구)

  • Choi, Jae-yong;Sung, So-yun;Kim, Kyoung-chul
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.83-92
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    • 2018
  • Many studies in deep learning show results as good as human's decision in various fields. And importance of activation of online-community and SNS grows up in game industry. Even it decides whether a game can be successful or not. The purpose of this study is to construct a system which can read texts and create comments according to schedule in online-community and SNS using deep learning. Using recurrent neural network, we constructed models generating a comment and a schedule of writing comments, and made program choosing a news title and uploading the comment at twitter in calculated time automatically. This study can be applied to activating an online game community, a Q&A service, etc.

Effect of online word-of-mouth variables as predictors of box office (영화 흥행 예측변수로서 온라인 구전 변수의 효과)

  • Jeon, Seonghyeon;Son, Young Sook
    • The Korean Journal of Applied Statistics
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    • v.29 no.4
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    • pp.657-678
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    • 2016
  • This study deals with the effect of online word-of-mouth (OWOM) variables on the box office. From the result of statistical analysis on 276 films with audiences of more than five hundred thousand released in the Korea from 2012 to 2015, it can be seen that the variables showing the size of OWOM (such as the number of the portal movie rater, blog, and news after release) are associated more with the box office than the portal movie rating showing the direction of OWOM as well as variables showing the inherent properties of the film such as grade, nationality, release month, release season, directors, actors, and distributors.

Exploring On-line Consumption Tendency of Sports 4.0 Market Consumer: Focused on Sports Goods Consumption by Generation of Working Age Population (스포츠 4.0 시장 소비자의 온라인 소비성향 탐색: 생산 가능인구의 세대별 스포츠 용품 소비를 중심으로)

  • Jin-Ho Shin
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.1
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    • pp.24-34
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    • 2023
  • This study sought to explore the online consumption propensity of sports goods by generation of the productive population and to provide basic data to predict the future consumption market by segmenting online consumers in the sports 4.0 market. Therefore, this survey was conducted on those who consumed sports goods among the generation-specific groups (Generation Y and above, Z) of the productive population, and a total of 478 people's data were applied to the final analysis. Data processing was conducted with SPSS statistics (ver.21.0), frequency analysis, exploratory factor analysis, correlation analysis of re-examination reliability, reliability analysis, and decision tree analysis. According to the online consumption propensity of sports goods by generation of the productive population, there is a high probability of being classified as Generation Z group if the factors of leisure, joy, and environment are high. In addition, the classification accuracy of such a model was 69.7%.

Design of Automatic Monitoring Network for the Water Quality Management of River Basin (하천 및 호소수 수질관리를 위한 자동측정망의 설계)

  • Choi, Ji-Yong;Park, Won-Kqyu;Lee, Sang-Il
    • Water for future
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    • v.29 no.2
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    • pp.167-178
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    • 1996
  • In designing automatic water quality monitoring networks for a river basin, determination of measurement locations and items is critical to the effectiveness of the total system. In this paper we studied how to decide these two design factors when a monitoring network is designed for the purposse of water quality surveillance and emergency alarm. For measurement locations, candidate sites are chosen based on the intake amount for water supply and the point sources of contamination. Then, detailed locations are decided according to the contaminant flow distance. As for measurement items, characteristics and the accident history of water pollution in the basin must be taken into account. Considering economic aspects, we proposed a two-stage measurement plan: basic components for all locations and selective ones variable for different locations. Proposed methodology is demonstrated through a case study for Nak-dong River Basin.

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The Effects of Utilitarian and Hedonic Perceptions of Travel Review Website on Perceived Usefulness and Behavioral Intention (여행 리뷰 웹사이트의 기능적, 쾌락적 인식이 지각된 유용성 및 행동의도에 미치는 영향)

  • Kim, Yong-Soon
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.152-161
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    • 2019
  • The purpose of this study was to research the relationships among utilitarian perceptions, hedonic perceptions, perceived usefulness and behavioral intention. Recently, consumers rely heavily on user-generated contents of social media channels to support their purchase decisions, such as electronic word-of-mouth. Electronic word-of-mouth helps consumers to evaluate items before making purchase, to reduce purchase risks and to support their purchase decisions. This study was based on both the analysis derived from a hypothesis and literature reviews and data collected from 255 travelers who had used travel review website at least once. The results of empirical analysis showed as follows. First, Utilitarian perceptions(information quality) has a significant impact on the perceived usefulness of a travel review website. Second, Enjoyment has a significant impact on the perceived usefulness of a travel review website. Third, Curiosity fulfilment has a significant impact on the perceived usefulness of a travel review website. Finally, Perceived usefulness of a travel review website has a significant impact on behavioral intention. Based on these findings, the implications and limitations of the study were presented including some directions for future studies.

A Study on the Effects of After-purchase Feedback About Customer Service Quality on Purchase Process - Focusing on Internet Shopping Mall - (고객 서비스 품질에 대한 구매 후기 댓글이 구매과정에 미치는 영향 - 인터넷 쇼핑몰을 중심으로 -)

  • Shin, Chang-Nag;Kim, Young-Ei;Park, Young-Kyun
    • Journal of Distribution Research
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    • v.14 no.1
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    • pp.27-44
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    • 2009
  • This research classified the customer service factor of on-line shopping mall into tangibility, reliability, responsiveness, and empathy and analyzed the effect that the factors affect to consumer's purchase and re-purchase. If we present suggestions on the basis of these results of study, we would provide next two points: First, purchasers have utilized online shopping mall who pursued free from hard sell that being done in off-line and convenience of purchase affected more by reliability and responsiveness such as the fame of shopping mall that visit, reliability of security, and quick product search than the Customer of After-purchase Feedback influence for online purchasers decision factor out of consumer's purchase and re-purchase by on-line shopping mall customer service factor. Second, This study analyzed that online re-purchaser recognized the Customer of After-purchase Feedback factor high and built their loyalty through friendly emotion of on-line shopping mall and satisfaction of shopping mall service, and recommendation. In addition, they behave themselves as an affirmative messenger that is role of the Customer of After-purchase Feedback that make active opinion presentation and participation through community by important adjustment impact that empathy factor of on-line shopping mall customer service.

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An Application of Fuzzy AHP and TOPSIS Methodology for Ranking the Factors Influencing FinTech Adoption Intention: A Comparative Study of China and Korea (FinTech 채택 의도에 영향을 미치는 요소의 순위 결정을 위한 Fuzzy AHP 및 TOPSIS 방법론의 적용 : 중국과 한국의 비교 연구)

  • Mu, Hong-Lei;Lee, Young-Chan
    • Journal of Service Research and Studies
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    • v.7 no.4
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    • pp.51-68
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    • 2017
  • Financial technology (FinTech) is an emerging financial service sector include innovations in financial literacy and investment, retail banking, education, and crypto-currencies like bitcoin. One of the crucial branch of financial technology-third-party payment (TPP) is undergoing rapid growth, with online/mobile systems replacing offline financial systems. System quality and user attitudes are key perceptions driving third-party payment usage, the importance of these perceptions, however, may be different with countries as users' thinking varies from country to country. Thus, the purpose of this study is to elaborate how factors differ from China to Korea by drawing on the unified theory of acceptance and use of technology (UTAUT2). Additionally, this study also aims to propose a multi-attribute evaluation of the third-party online payment system based on analytic hierarchy process (AHP), fuzzy sets and technique for order performance by similarity to ideal solution (TOPSIS), to examine the relative importance of the perceptions influencing new technology adoption intention. The results showed that the price value has the most significant influence on Chinese perceptions, while the perceived credibility has the most significant effect on Korean perceptions. Sub-criteria also performs different results to Chinese and Korean third-party online payment system.