• Title/Summary/Keyword: Business platform

Search Result 1,195, Processing Time 0.036 seconds

Online Platform Experience: Enhancing Customer Engagement and Loyalty in the Hospitality Industry (온라인 플랫폼 경험: 호스피탈리티 고객 인게이지먼트 및 로열티 향상 방안)

  • Kim, Joon-hyeong Joseph
    • Asia-Pacific Journal of Business
    • /
    • v.8 no.2
    • /
    • pp.75-94
    • /
    • 2017
  • This study aims to develop a conceptual framework linking antecedents and consequences of online platform experience in the context of hospitality businesses. In doing so, an introduction to online platform experience in the hospitality industry was made, and environmental stimuli, that is, enablers of online platform experience were identified: information, entertainment and relation. Additionally, the theoretical review attempted to explain how customers are likely to be engaged in, and to be loyal to, the hospitality organizations' provisions in the context of online platforms. When presenting the theoretical model, a Stimulus-Organism-Response paradigm was employed to propose the hypotheses predicting positive online platform experience, which seems to derive from internally provoked cognition and affection within individuals, leading to behavioral consequences. This model is expected to be applicable to the online context, where hospitality businesses tend to adopt the concept of gamification and to implement associated loyalty programs. Finally, theoretical and practical implications, along with potential avenues of future research, were discussed.

  • PDF

Metaverse Platform Design for Strengthening Gender Sensitivity of MZ Generation

  • Kim, Sea Woo;Na, Eun Gyung
    • International journal of advanced smart convergence
    • /
    • v.11 no.3
    • /
    • pp.79-84
    • /
    • 2022
  • Due to a series of online sex crimes cases and online class conversions caused by the spread of the coronavirus, alternatives to sex education in schools are urgently required. As a result of this study, the metaverse sex education platform was designed. Using this platform, learners are expected to cultivate correct adult awareness and digital citizenship. Within the metaverse platform, learners can participate more actively in learning. Instead of exposing one's name and face in a place dealing with sensitive gender issues, one can participate in education through his or her decorated avatar and participate in education much more actively than face-to-face education and express one's opinion through chat. In addition, education by level can be received regardless of time and place, which can have the effect of bridging the educational gap between urban and rural areas. In this paper, we propose a new sex education platform without time and space constraints by utilizing metaverse.

Development of an Integrated IaaS+PaaS Environment for Providing Cloud Computing Service in a BIM Platform for Harbor Facilities (항만 BIM 플랫폼의 클라우드 서비스를 위한 IaaS+PaaS 통합 환경 개발)

  • Moon, Hyoun-Seok;Hyun, Keun-Ju;Kim, Won-Sik
    • Journal of KIBIM
    • /
    • v.9 no.4
    • /
    • pp.62-74
    • /
    • 2019
  • Because the existing BIM platform is based on user services, the focus is on the development of SaaS (Software as a Service), which provides business services online. However, since a harbor is a security facility, the harbor BIM platform is preferably provided in a private form, rather than relying on the infrastructure environment provided by external cloud providers. Therefore, this study analyzes and reviews the main functions to be provided as SaaS services of the harbor BIM platform. The goal is to build a cloud-based harbor BIM platform that can provide this service to users. To this end, we built IaaS (Infrastructure as a Service) environment of the harbor BIM platform based on the open source Open Stack and integrate and develop PaaS environment with Open Shift applied with IaaS. We applied the GPU to the harbor BIM platform to verify the performance of the harbor BIM platform, and found that the rendering and loading times are improved. In particular, it is expected to reduce the cost of introduction and provide it as the basic cloud environment of similar BIM platform for infrastructure facilities.

A Conceptual Model of a B2B Food Distribution Platform Based on Blockchain Consensus Mechanism

  • Jung, Hojin
    • International Journal of Contents
    • /
    • v.17 no.3
    • /
    • pp.48-66
    • /
    • 2021
  • We proposed a B2B food distribution platform by transforming an established food distribution and management platform based on blockchain technology. Our proposed model introduced a method to bring innovation into the domestic B2B food distribution market and systematically manage and utilize massive data (country of origin, producer, transaction, distributor, final consumer) generated within the food distribution process.

QR code-based Mobile Web Platform for Viewing detailed Product Information (상품 정보 열람을 위한 QR 코드 기반의 모바일 웹 플랫폼)

  • Kim, Bong-Han
    • Journal of Digital Convergence
    • /
    • v.10 no.3
    • /
    • pp.143-148
    • /
    • 2012
  • QR Code is available in many areas(business cards, coupons, advertising, billing, etc) due to the increase in the smart phones. In particular, the company's image and marketing are also available and using the Internet address, personal and corporate PR and publicity are also available. I was implemented the mobile web platform by the case wine information that easily seen but difficult to understand the information. Using QR Code, consumers can get information easily and quickly. In addition, based on the idea of using mobile web platform, variety of services and benefits will be able to expected.

The Role of Facilitating Conditions and User Habits: A Case of Indonesian Online Learning Platform

  • AMBARWATI, Rita;HARJA, Yuda Dian;THAMRIN, Suyono
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.7 no.10
    • /
    • pp.481-489
    • /
    • 2020
  • The study examines the role of facilitating conditions and user habits in the use of technology in Online Learning Platform (OLP) in Indonesia. The adoption of online learning, persistence, and learning results in online platforms is essential for ensuring that education technology is implemented and gets as much value as possible. People who use technology and systems will embrace new technologies even more. This quantitative study is based on a survey of 254 respondents, who were active users of the technology, and considers the facilitating conditions and user habits variables. Two research hypotheses were tested using the Partial Least Square-Structural Equation Modeling method. Cronbach's Alpha, path coefficient, AVE, R-square, T-test were applied. The results showed that the factors significantly influence the Online Learning Platform technology behavioral intention. This impact is primarily associated with the availability of the resources required to use OLP technology. The availability of these resources includes supporting infrastructures such as widespread Internet access, easy access to mobile devices, and file sizes that affect access speed. The findings of this study suggest that it is necessary to introduce and increase the availability of resources for using OLP technology, and familiarize people with the technology features.

Signal Typology and Decision Making Process Using Signals in Mobile Game Platform (모바일 게임 플랫폼에서의 시그널의 유형과 시그널을 이용한 의사결정과정)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
    • /
    • v.17 no.4
    • /
    • pp.117-128
    • /
    • 2017
  • This research is the qualitative research on signals that mobile game users use to solve asymmetric information of game quality. Based on signal theory, we gathered data using Netnography. The findings are four types of signals for mobile games: platform-based signals with high/low participation rate of consumers, game developing company-based signals with high/low participation rate of consumers. The features that mobile gamers make decisions using signals are the following. First, ranking and the number of download have initial standard. Second, game marketing platform can be one of signals. Finally, the preference of signals is different with the goals and using pattern of games.

A Comparative Analysis of Accommodation Sharing Legislation of Platform Businesses in South Korea and OECD Countries

  • LEE, Eun Joo;CHO, Yooncheong
    • The Journal of Industrial Distribution & Business
    • /
    • v.13 no.5
    • /
    • pp.1-14
    • /
    • 2022
  • Purpose: This study investigated the legal issues and policies on accommodation sharing based on qualitative research and examined how OECD societies establish laws and regulations to legalize accommodation sharing and prevent adverse effects. The purpose of this study is to contribute to the understanding of the different laws and regulations at both the country and city levels and to help better manage accommodation sharing in our society. The ultimate goal of this study is to enhance citizen understanding of platform businesses to minimize unnecessary conflicts. Research design, data and methodology: This study conducted a qualitative research by exploring laws and regulations in OECD countries. This study performed comparative analysis of accommodation sharing business' legislation, legal definitions, and operational policies that citizens should necessarily understand for better usage. Results: Local ordinances and regulations developed differently based on the situations of local markets and communities, so they are established and improved at the city or country level. Conclusions: Each government should consider preparing better policy on accommodation sharing by considering how to secure the housing market for residents with better establishment of new platform businesses and relationships with citizens. This study suggests policy reactions to government as policymakers, guests, hosts, platforms, and communities.

A Study on the Development of a Blockchain-Based Platform for ESG Disclosure (블록체인 기반 ESG 정보공시 플랫폼 구축 방안 연구)

  • Choi, Ha Nool
    • The Journal of Information Systems
    • /
    • v.33 no.2
    • /
    • pp.105-124
    • /
    • 2024
  • Purpose This study aims to propose a blockchain-based platform that can guarantee enhanced trustworthiness in corporate ESG efforts, demanded by global ESG initiatives such as GRI and TCFD. Blockchain technology, recognized for its transparency and data immutability, can contribute to building trust in ESG disclosures, meeting the data transparency verification needs required by these initiatives. This research also explores the use of NFTs representing unique ESG efforts by companies, helping them in organizing and sharing ESG information with investors and consumers. Design/methodology/approach This study utilizes Hyperledger Fabric, a permissioned blockchain known for its enhanced transparency, scalability, and suitability for business transactions, to develop a blockchain platform for managing and disclosing ESG information assets in a trustworthy manner. Furthermore, it introduces the concept of ESG NFTs as a more reliable method for conveying ESG information to stakeholders, where ESG NFTs undergo verification process by third-party authenticators and evaluation by independent evaluators for credibility of ESG disclosure. Findings The use of NFTs, which has been predominantly intended for market trading in public blockchain, offers a credible means of disseminating corporate ESG status and evaluations in a permissioned blockchain, better fit for business transactions. By representing information assets as NFTs, which are tamper-proof and establish clear ownership, the proposed platform enables effective management of ESG-related information assets.

The Effect of Short-form Content Consumption Values on ConsumerParticipation Behavior and Consideration Set in SNS Channels

  • Sang-Seol HAN;Yu-jin JANG
    • Journal of Distribution Science
    • /
    • v.22 no.8
    • /
    • pp.109-124
    • /
    • 2024
  • Purpose: This study examines short-platform content that is becoming more popular on social media. This study investigates the relationship between short-form content experience, consumer participation behavior, and consideration set. Furthermore, the mediating effect on empathy factors was confirmed during consumers' experience with short-form content. Data and methodology: Prior studies were reviewed, and hypotheses were developed. Consumers who had watched and shared short-form content within the previous three months were targeted to achieve the study's goal. A structured questionnaire was used to conduct the survey. Results: First, users of short-platform content with practical, playful, and emotional value did not confirm a positive effect on consumer participation behavior. However,short-form content with social value positively impacted consumer participation behavior. Second, consumer participation in short-form content was confirmed to positively affect the consideration set. Third, in terms of the mediating effect of empathy factors, short-platform content with practical, social, and emotional values partially mediates consumer participation behavior, whereas short-platform content with playfulness value completely mediates consumer participation behavior. Conclusions: The results of this study have academic and practical implications for the recent marketing field. In particular, research has been conducted in the field of digital marketing, which has recently changed rapidly.