• Title/Summary/Keyword: 인터넷 마케팅

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Aspect Based Sentiment Analysis System of Hotel Review, Reflecting User's Preference (감성분석 기반 호텔 리뷰의 특성별 극성 분석 및 유저의 선호도 반영 시스템)

  • Shim, Hayeong;OH, Sujin;Kim, Ung-Mo
    • Annual Conference of KIPS
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    • 2018.05a
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    • pp.281-284
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    • 2018
  • 인터넷을 통해 정보를 쉽게 공유하게 되면서 소비자는 제품이나 서비스를 이용하기 전 효율적인 의사 결정을 위해 먼저 작성된 다른 사람의 의견을 참고한다. 또한 기업은 이러한 소비자의 의견을 수집하여 제품의 피드백이나 마케팅 등 비즈니스적인 측면으로 활용한다. 수많은 상품평과 후기에서 특정 제품 또는 서비스에 대한 감성을 식별할 수 있다는 점에서, 감성분석은 소비자와 기업 모두에게 주목받고 있는 기술이다. 합리적인 결정을 위해, 소비자는 해당 웹사이트에서 제공하는 데이터를 참고하며, 이 데이터는 웹사이트마다의 기준에 따라 필터링된다. 하지만 제품/서비스에 따라 개인이 중시하는 부분이 다르기 때문에, 실질적으로는 다른 사용자의 의견을 참고하여 합리적인 결정을 내린다. 본 논문은 호텔의 리뷰를 여덟 가지 특성으로 구분하고, 각 특성별로 극성을 분석한다. 또한 사용자가 선호하는 특성에 가중치를 부여하여 순위를 나타내는 시스템을 제안한다. 극성분석 단계에서는 주어진 리뷰를 여덟 가지 특성으로 분류하고, 긍정/부정의 극성으로 분류하는 기계학습 알고리즘을 사용한다. 각각의 특성에 대해 가중치를 적용하여 얻을 수 있는 순서는 기존에 제공되는 순서보다 사용자의 선호도를 정확히 반영한다, 또한 본 논문의 제안을 호텔뿐만 아니라 다양한 제품/서비스에 적용하여 선호도를 반영한 순위 정보를 제공한다면 소비자의 합리적인 의사 결정에 도움을 줄 것이다.

A Study on the Narrative Closure and Continuing Serial form of Korean Youth Web Series (단막극 형태로 서사가 종결되는 청춘 웹 드라마의 내러티브 연구)

  • Mok, Wing Sum;Byun, Daniel H.
    • Trans-
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    • v.13
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    • pp.91-116
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    • 2022
  • Web series, as one of the products in the network era, are different from traditional TV dramas, With the contents preferred by youngsters, wed series, as a form of fast food culture, are increasingly gaining popularity, such as being uploaded on online video platforms like Naver TV and Youtube. This study aims to examine the characteristics of narrative closure and continuing serial form of Youth Web Series through the youth web series production company "playlist original" in Korea and analyze the narrative structure caused by narrative closure and continuing serial form and nonlinear narratives.

A Study of Metaverse and Security Issues (메타버스와 보안 이슈에 대한 고찰)

  • Cho, Eun-Young;Choi, Jae-Hong;An, In-Hoe;Lee, Jun-Dong;Ju, Yong-Wan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.109-112
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    • 2022
  • 메타버스란 가상, 초월을 뜻하는 Meta와 우주, 세계를 뜻하는 Universe의 합성어로 가상과 현실이 상호작용 하면서 사회·경제·문화 활동이 이루어지며 가치를 창출하는 세상을 말한다. 이러한 메타버스는 5G와 그래픽 기술의 발전과 함께 코로나 사태로 인한 비대면 생활이 계속되면서 디지털 네이티브 세대인 Z세대가 메타버스 플랫폼을 소통의 장으로 삼기 시작하면서 성장하고 있다. 메타버스 안에서 콘서트나 사인회를 하고, 가상 아이템을 판매하며 마케팅을 벌이는 등 다양한 산업에서 메타버스에 뛰어들고 있다. 점점 진화하고 있는 메타버스는 메타버스 내에서 유저들 간에 맺는 상호관계 활동이 큰 장점이지만, 이로 인해 개인정보 보호 문제나, 위치정보, 금융정보 문제 등의 다양한 문제가 발생할 수 있는 문제점을 가지고 있다. 이에 본 논문에서는 메타버스에서 발생할 수 있는 문제점과 그 대응 방안을 제시하였다.

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The Exploratory Study on the Effect of Service Recovery Attributes on Perceived Justice and Satisfaction (서비스 회복속성이 고객의 공정성인식과 만족에 미치는 영향에 관한 탐색적 연구 (인터넷 서비스 업체를 중심으로))

  • 김성호;백승익;유재원
    • Asia Marketing Journal
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    • v.3 no.2
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    • pp.69-91
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    • 2001
  • 고객이 서비스상의 실패에 대해 때로는 강한 부정적 반응을 보이기에 서비스를 제공하는 조직의 서비스회복능력은 고객만족을 달성하기 위해 강력하고 효율적으로 운영되어야 한다. 따라서 본 연구는 온라인상의 서비스인 ISP업체(10개의 회사)를 대상으로 온라인 서비스 상에서 고객이 서비스상의 불만을 경험할 때 기업이 고객의 불만을 회복시켜 만족으로 전환시키려는 회복속성들이 실제로 고객이 가지는 분배상의 공정성, 절차상의 공정성 및 상호작용 공정성에 어떤 영향을 미치는가를 실증적으로 검증하기 위한 것이다. 이를 위해 10개의 ISP업체를 선정하고 해당 업체에 대해 불만을 가진 고객들이 기업의 불만제거 노력에 대해 평가하도록 하였다. 가설 검증을 위해 LISREL을 이용하여 서비스의 회복속성인 보상, 신속한 반응, 무반응, 사과, 사전보상제공 등이 분배상공정성, 절차상 공정성, 상호작용 공정성에 직접적으로 미치는 효과를 파악하고 이 공정성의 요인들이 만족에 미치는 영향도 실증적으로 검증하였다. 온라인 상이라는 새로운 환경을 고려하여 기존의 모델에서 간과된 부분을 확인하기 위해 확장 모델을 제시하여 새로운 의미를 가진 경로가 존재하는지 확인하고 이 부분에서 유의적인지 않은 경로를 배제한 수정모델을 제시하였다. 기존의 연구를 바탕으로 제시된 가설은 연구모델에서 경로 계수를 추정하고 이에 대한 t값을 통해 검증하였다. 본 연구에서 제시하는 시사점으로는 고객의 서비스 실패 및 회복상황에 대한 평가의 이론적 원칙을 설명하고 관리자에게 각각의 서비스 실패와 일치하는 서비스 회복전략을 제시하여 운영상의 가이드 라인을 제시한다고 할 수 있다

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A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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An Exploratory study on the demand for training programs to improve Real Estate Agents job performance -Focused on Cheonan, Chungnam- (부동산중개인의 직무능력 향상을 위한 교육프로그램 욕구에 관한 탐색적 연구 -충청남도 천안지역을 중심으로-)

  • Lee, Jae-Beom
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.9
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    • pp.3856-3868
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    • 2011
  • Until recently, research trend in real estate has been focused on real estate market and the market analysis. But the studies on real estate training program development for real estate agents to improve their job performance are relatively short in numbers. Thus, this study shows empirical analysis of the needs for the training programs for real estate agents in Cheonan to improve their job performance. The results are as follows. First, in the survey of asking what educational contents they need in order to improve real estate agents' job performance, most of the respondents show their needs for the analysis of house's value, legal knowledge, real estate management, accounting, real estate marketing, and understanding of the real estate policy. This is because they are well aware that the best way of responding to the changing clients' needs comes from training programs. Secondly, asked about real estate marketing strategies, most of respondents showed their awareness of new strategies to meet the needs of clients. This is because new forms of marketing strategies including internet ads are needed in the field as the paradigm including Information Technology changes. Thirdly, asked about the need for real estate-related training programs, 92% of the respondents answered they need real estate education programs run by the continuing education centers of the universities. In addition, the survey showed their needs for retraining programs that utilize the resources in the local universities. Other than this, to have effective and efficient training programs, they demanded running a training system by utilizing the human resources of the universities under the name of the department of 'Real Estate Contract' for real estate agents' job performance. Fourthly, the survey revealed real estate management(44.2%) and real estate marketing(42.3%) is the most chosen contents they want to take in the regular course for improving real estate agents' job performance. This shows their will to understand clients' needs through the mind of real estate management and real estate marketing. The survey showed they prefer the training programs as an irregular course to those in the regular one. Despite the above results, this study chose subjects only in Cheanan and thus it needs to research more diverse areas. The needs of programs to improve real estate agents job performance should be analyzed empirically targeting the real estate agents not just in Cheonan but also cities like Pyeongchon, Ilsan and Bundang in which real estate business is booming, as well as undergraduate and graduate students whose major is real estate studies. These studies will be able to provide information to help develop the customized training programs by evaluating elements that real estate agents need in order to meet clients satisfaction and improve their job performance. Many variables of the program development learned through these studies can be incorporated in the curriculum of the real estate studies and used very practically as information for the development of the real estate studies in this fast changing era.

A Study on Consumer Trust Building in an Internet Marketplace (인터넷 오픈마켓 거래안전 요인과 소비자신뢰의 관계 연구)

  • Lee, Ki-Heon
    • CRM연구
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    • v.1 no.1
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    • pp.23-48
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    • 2006
  • Internet B2C marketplace such as 'Auction', 'G Market', 'Daum onket' etc.(called open market) has grown sharply in sales about yearly 100% rate increase in recent 1-2 years in Korea. Although Open marketplace has much reputation and the customer loyalty, almost of merchants participated in open market, which size in sales are medium/small, has poor reputation and trust. Consumers, who have to get in touch with untrustworthy merchants for trade in openmarket, perceive high trade risk which undergo the monetary damages such as 'merchandise never received'. This examines what factors consumer trust develop in online marketplace. This study explores several perceived risk factors in an open market by factor analysis and multi-regression to prove the relationships between the degree of trust for the merchants and the perceived trade risk. 133 data collected from the open market user data in this survey. In this study, the consumer's trade satisfaction in open market is low by 4.2 point degree of 7 point likert scale. and perceives 4 trade risk factors such as (1) 'failure to honor warranty or guarantee' (2) 'defective/poor goods in quality' (3) 'merchandise never received or received late' (4) 'poor information'. the degree of merchant's trust has significant relationship with the degree of perceived risk(sig. = 0.0000, $R^2=.327$) We find that the open market has to enhance the relationship marketing of trust by developing the strategies.

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Analysis of the Internet Shopping Mall Users' Perception on Cosmeceuticals (인터넷쇼핑몰을 이용하는 소비자들의 기능성화장품에 대한 인식 실태 분석)

  • You, Eun-Kyung;Kwon, Hye-Jin
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.555-560
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    • 2016
  • This study attempted to secure competitiveness in the cosmetics market and provide basic data needed to promote sales and PR after reflecting consumer demands and needs in the development of cosmeceuticals. For this, it investigated their perception regarding the ingredients and efficacies of cosmeceuticals and repurchase intention among a total of 193 adults in their 20-50s who have had prior experience of buying these types of products from an online shopping mall as the importance of cosmeceuticals is emerging. According to a survey on consumer perceptions regarding the ingredients of cosmeceuticals by gender, there was a clear difference between men and women. In particular, when asked about the ingredients of whitening cosmetics, the percentage of male respondents was as low as 30.8% with a significant difference between men and women (t=31.688,p<0.001). In addition, most consumers were very aware of the efficacies of the ingredients of cosmeceuticals on the skin. In terms of actual repurchase intention, however, a significant difference was found by gender and product type in 3 different cosmeceuticals. In other words, men were lower than women in terms of awareness of cosmeceuticals and repurchase intention. Therefore, the development of a plan which satisfies both men and women, easily labels ingredients and meets consumer needs and demands through proper pricing policy are needed during the development of cosmeceuticals.

Effects of Service Quality on Customer Satisfaction and Reuse Intention of Chinese Fashion Product Live Commerce Using SERVQUAL Model in Internet of Things Environment -Focusing on Female College Students in Changchun, China- (사물인터넷 환경에서의 SERVQUAL 모델을 이용한 중국 패션제품 라이브커머스의 서비스품질이 고객만족도 및 재사용 의도에 미치는 영향 -중국 창춘시 여대생을 중심으로-)

  • Mo Liu;Young-Sook Lee
    • Journal of Internet of Things and Convergence
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    • v.10 no.1
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    • pp.59-68
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    • 2024
  • China's huge population and industrial diversification have driven increased demand for IoT, and in a social environment where IoT technology is changing all aspects of personal and family life, including smart shopping, this study was conducted in Changchun, China. The study aimed to find ways to meet the Fashion needs of female college students living in the country and promote the development of the fashion product industry by improving the service quality of Chinese fashion product live commerce. The analysis results are as follows. First, the service quality characteristics of Chinese fashion product live commerce had a positive effect on customer satisfaction. Second, the service quality characteristics of Chinese fashion product live commerce had a positive effect on reuse intention. Third, customer satisfaction had a positive effect on reuse intention. Based on these results, it can be concluded that improving the service quality of live commerce can directly promote product sales and create direct economic benefits. In addition, based on the results of the study, which show that the service quality of fashion product live commerce affects customer satisfaction and reuse intention, it is judged that it will provide useful information in establishing marketing strategies for live commerce platforms by region and target.

An exploratory study on Social Network Services in the context of Web 2.0 period (웹 2.0 시대의 SNS(Social Network Service)에 관한 고찰)

  • Lee, Seok-Yong;Jung, Lee-Sang
    • Management & Information Systems Review
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    • v.29 no.4
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    • pp.143-167
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    • 2010
  • Diverse research topics relating to Social Network Services (SNS) such as, social affective factors in relationships among internet users, social capital value of SNS, comparing attributes why users are intending to participate in SNS, user's lifestyle and their preferences, and the exploratory seeking potential of SNS as a social capital need to be focused on. However, these researches that have been undertaken only consider facts at a particular period of the changing computing environment. In accordance with this indispensability, the integrated view on what technical, social and business characteristics and attributes need to be acknowledged. The purpose of this study is to analyze the evolving attributes and characteristics of SNS from Web 1.0 to Mobile web 2.0 through the Web 2.0 and Mobile 1.0 period. Based on the relevant literature, the attributes that drive the changing technological, social and business aspects of SNS have been developed and analyzed. This exploratory study analyzed major attributes and relationships between SNS and users by changing the paradigms which represented each period. It classified and chronicled each period by representing paradigms and deducted the attributes by considering three aspects such as technological, social and business administration. The major findings of this study are, firstly, the web based computing environment has been changed into the platform attribute for users in the aspect of technology. Users can only read, listen and view information through the web site in the early stages, but now it is possible that users can create, modify and distribute all kinds of information. Secondly, the few knowledge producers of web services have been changed into a collective intelligence by groups of people in the aspect of society. Information authority has been distributed and there is no limit to its spread. Many businesses recognized the potential of the SNS and they are considering how to utilize these advantages toward channel of promotion and marketing. Thirdly, the conventional marketing channel has been changed into oral transmission by using SNS. The market of innovative mobile technology such as smart phones, which provide convenience and access-ability toward customers, has been enlarged. New opportunities to build friendly relationship between business and customers as a new marketing chance have been created. Finally, the role of the consumer has been changed into the leading role of a prosumer. Users can create, modify and distribute information, and are performing the dual role of customer and producer.

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