• Title/Summary/Keyword: 중국 사용자

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Research on Intelligent Space Design of smart rural - Focus on Xikou village, Zhejiang Province, China (스마트 향촌을 위한 지능형 공간 디자인 연구 - 중국 저장성 시커우촌을 중심으로)

  • Zhu, Miaomiao;Jang, Wan-Sok;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.245-259
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    • 2022
  • Smart rural construction is an important direction for the Chinese government to promote the cause of "Rural Revitalization". In this paper, in the Xikou village project of the "future community" smart rural demonstration development project proposed by the local government of Zhejiang Province, China, the researcher participated in the design of the intellectualization of the smart rural life circle from the perspective of UX design and through qualitative and quantitative research methods. Through field investigation, understand the users' needs for intelligent design of smart countryside, and on this basis, design the maximum space of the region as a cognitive smart rural demonstration park, and quantitatively analyze the user experience feedback after the completion of the project. Before and after the actual design and application of the "Xikou village" in the demonstration area, chapters 3 and 4 are the symbols that can remember the rural era, the Rural Cultural Exchange Square. In the intelligent office space and living space, the user needs are composed of the design results. In order to reduce the anxiety of residents and tourists caused by the intelligent environment, the artificial manual service part is also designed. Now, as a case of intelligent rural space design, resident residence is developing continuously.

Analysis of User's Continuous Utilization of Social Apps Using the Model of Gamification (게이미피케이션 모델을 이용한 사용자의 소셜 앱 지속 활용도 분석)

  • Gu, Xue-ping;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.315-325
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    • 2021
  • The value and importance of Gamification has intensified as the way Gamification is applied to social networking applications has added to users' interest and involvement to the product. Gamification entails the adoption of gaming techniques and modes of thinking in non-gaming domains to elicit user engagement. To this end, the paper draws on Gamification's analytical model, Octalysis, with the aim of identifying user loyalty of the three major Chinese social networking applications and extracting their characteristics. In this regard, the first task in the advancement of the study is to establish an understanding of the components and characteristics of Gamification within the context of available examples. Next, a questionnaire survey covering China's three dominant social applications, WeChat, QQ, and Xiaohongshu, is administered and their user loyalty is examined through Octalysis's eight analytical frameworks. By virtue of analysis, the results demonstrate that the three elements of game mechanics, Point, Badge, and Leadboard, which are external to the game, fail to sustain the user loyalty, but are merely a means to an end. Only by including a combination of social application features, contents and user needs can Gamification considerations be maximized to ensure that users are subjectively engaged with the product.

South Korea and China's Online Game Community System of Comparative Analysis (한국과 중국 온라인게임의 커뮤니티 시스템 비교 분석)

  • Liu, Xiao-Zhong;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.77-82
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    • 2010
  • The game industry is growing most rapidly for a last 10 years. However, these days korean online game is not developed in chinese market any more quickly because there must be many significant problems. One of the most important problems can be a misunderstanding a chinese online game user. For instance, the Game community system shows an important position to choose an online game of chinese users. In this paper, We choose a three kinds of online game community systems and make a comparative analysis. We can expect a certain way through this research because we can see that most succesful online games in chinese market have a more expandable community systems. In order to make a succesful game contents in foreign country's game market, we must understand foreign gamers what they like or dislike. We think a next research will be about a specific relation between a foreign gamer and culture.

A Survey on the Outsourcing Usage of Logistics Service Users in China -Focused on Area of Shanghai- (중국 물류서비스 이용자들의 아웃소싱 관행에 관한 조사연구)

  • Fu, Qin-Qin;Bae, Jung-Han;Kim, Gwi-Ok
    • Journal of Korea Port Economic Association
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    • v.25 no.1
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    • pp.249-270
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    • 2009
  • This paper analyses the results of the survey questionnaires which are made for logistics services users in Shanghai, China. Based an 158 valid users' responses, the study results show that the typical outsourcing logistics users prefer to set up long term relationship with providers and buy services from multiple providers. Most users are satisfied with their providers and believe that outsourcing logistics services has led to positive impact on their customer satisfaction, logistics service levels and revenue improvement. Price levers, core competences, reputation are critical in the selection of an outsourcing logistics provider for users in this study. This study indicates that the market for 3PL services in China has a reasonable potential fur further development, though 3PL practices are still at a nascent stage in China. This paper presents full details and implications of the results of th£ survey and then provides some helpful suggestion for th£ development of Chinese logistics industry and Chinese logistics companies.

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A Study on Evaluation of the Potential of Omni-Channel Market in China by Region (중국의 지역별 옴니채널시장 잠재력 평가에 관한 연구)

  • Jung, Seok-Mo;Lee, Choong-Bae
    • Korea Trade Review
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    • v.43 no.1
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    • pp.131-152
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    • 2018
  • This study evaluates the potential by Chines region for entry of Korean logistics companies and retailers. The variables affecting e-commerce business and retail sales concerning the Chinese omni-channel market were extracted from a thorough literature review. Empirical analyses for variables based on 31 regions in China were performed. Results show that e-commerce is affected by disposable income and internet traffic and that retail sales are affected by urban and rural population, GRDP and urbanization. In addition, we performed variance decomposition analysis in order to estimate responses of logistics GDP(transport, storage and communication) and the number of Chinese mobile users. Exogenous shocks to logistics GDP and the number of mobile phone users play a strong role in explaining the forecast error of express service variance over time. Based on our results, we suggest 7 potential regions(Guangdong, Jiangsu, Zhejiang, Beijing, Shanghai, Liaoning and Shandong) as well as managerial implications for entry into China for logistics companies and retailers.

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Research on User Experience Under the New Retailing Mode: Using the interactive marketing mode of the Estee Lauder POP-UP store as an example (새 소매 모델 방식에서의 사용자 경험 연구: 에스티로더 팝업스토어에서 인터랙티브 마케팅을 예로 들어보자)

  • Liang, Lan;Pan, Young-Hwan
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.343-353
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    • 2021
  • The beauty industry of China POP-UP store service, has entered the peak development period. This paper takes China Estee Lauder POP-UP store as an example, based on the user experience of interactive marketing mode in Beauty POP-UP store under the new retailing model. The paper aims to establish a system interaction design process integrating online and offline to help enterprises complete the sustainable development of marketing services. To achieve this goal, this study uses questionnaires to investigate the key elements of user experience, customer journey map to determine the user pain points, and completes the design of the new system process. This process can provide designers with a new perspective through experimental verification, with high timeliness and practicability. It also promotes the collaborative optimisation and upgrading of physical retail and online retail and provides theoretical support and practical basis for other enterprises.

Comparative Analysis of BIM Acceptance Factors between Korea and China (한국과 중국의 BIM 수용영향요인 비교분석)

  • Song, Jingxu;Lee, Seulki;Yu, Joungho
    • Korean Journal of Construction Engineering and Management
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    • v.22 no.6
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    • pp.3-14
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    • 2021
  • In the Chinese construction industry, the utilization of Building Information Modeling (BIM) aims to increase the total output of the construction industry by solving the problem of inefficient interoperability in the construction industry. In 2011, the Chinese Ministry of Housing and Urban-Rural Development despite the technical advantages of BIM and the government policy, the BIM adoption rate in China is lower than 45%. Meanwhile, as the South Korean construction industry is a step ahead of its Chinese counterpart in introducing and utilizing BIM, it is expected that BIM is more actively utilized and accepted in South Korea than in China. According to a comparative study based on the hype-cycle theory, South Korea is at a more advanced stage of introducing BIM, than in China. This study aimed to suggest how to increase BIM utilization rates in China. To this end, this study comparatively analyzed factors affecting BIM acceptance between China and South Korea. For the comparative analysis of the BIM acceptance factors between China and South Korea, literature reviews on the technology acceptance model (TAM) and BIM acceptance model were carried out, and based on that, the BIM acceptance factors were classified. Other BIM acceptance factors were also added and considered, as they reflected Chinese national characteristics and construction industry. As for the derived BIM acceptance factors, construction project participants, especially actual BIM users in China and South Korea, were targeted for the survey. A t-test using SPSS 22.00 was carried out to identify significant differences in data. Finally, based on the t-test results, this study suggested ways of improving the BIM utilization rate in China. Based on the findings, this study is expected to contribute to activating BIM adoption in the Chinese construction industry and also to set a theoretical foundation for future studies on BIM utilization in the industry.

A Study on Satisfaction of Third Party Mobile Payment Service in China (중국의 제3자 모바일결제 서비스 만족도에 관한 연구)

  • Moon, Jae-Young;Kim, Hyo-Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.193-194
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    • 2020
  • 인터넷 시대에 있어 사회관계망 서비스(SNS, Social Network Service)는 기존의 커뮤니케이션 중심의 기능에 더하여 다양한 개성과 새로운 형태의 플랫폼으로 지속적으로 변화하고 있다. 많은 나라에서는 자신들만의 독특한 특징을 반영한 SNS와 페이스북 등 전 세계적으로 많이 이용하고 있는 SNS 등을 인터넷을 통해 누구나 자신들의 정보를 공유하고 타인의 정보를 획득할 수 있게 되었다. 이에 본 연구는 본 연구는 중국의 제3자 모바일 결제서비스의 특징을 알아보기 위하여 위쳇을 사용하는 중국 사용자를 대상으로 유형성, 편리성, 정확성, 공감성, 자기효능감, 혁신성, 신뢰성, 수용의도를 통하여 그 특징을 알아보고 한다.

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Study on Fintech Technology and Its Security (핀테크 기술 및 보안동향)

  • Lee, S.H.;Park, J.B.;Kim, D.Y.;Choi, D.S.;Jin, S.H.
    • Electronics and Telecommunications Trends
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    • v.30 no.4
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    • pp.110-119
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    • 2015
  • 인터넷과 모바일 기기의 활성화와 더불어 핀테크 기술에 대한 관심도 높아졌다. 미국과 중국에서는 몇몇 업체들이 핀테크 기술을 이용한 서비스를 제공하고 있으며, 국내에서도 핀테크 서비스를 제공하기 위해 많은 노력을 기울이고 있다. 핀테크 기술을 이용한 서비스 시장이 점차 커짐에 따라, 많은 사용자가 이용하게 될 것이다. 사용자들에게 편리한 서비스를 제공해 주기 위해서 핀테크 기술을 개발하고 서비스를 제공하는 것도 좋지만, 보안 요소를 고려하여 안전하게 핀테크 기술을 이용할 수 있도록 해야 한다. 본 논문에서는 핀테크 기술에 대해서 설명하고 보안동향에 대해서 설명한다.

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A Study on The Voice Chatting System of MMORPGs in China (중국 내 MMORPG의 음성 채팅 시스템에 대한 연구)

  • LING, XU;Yoon, Hyung Sup
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.99-108
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    • 2017
  • Communication is one of the very important factor in MMORPGs where a large number of users participate at the same time. The voice chatting system, which was appeared in the development process of the chatting system, failed in Korea but it was a great success in China. The purpose of this study is to analyze this cause. The research scope of this study is as follows. We set the range of this study from 2003 to 2015. This period covers the beginning of the growth of the Chinese game industry up to the present. The research target games are MMORPGs, which ranked 1st in sales and concurrent users. In the research and survey analysis process, various factors such as the input speed of Chinese and Korean characters and the relationship between men and women were investigated and analyzed. In conclusion, chatting system in Chinese MMORPGs has developed into three stages and we found out that voice chatting in China was relatively popularized rather than in Korea. China's slow typing speed and excellent voice chatting system were the main factors.