• Title/Summary/Keyword: Customer Feedback

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A Study on Reputation Analysis System for Customer Feedback (고객피드백을 위한 평판분석 관리시스템에 관한 연구)

  • Kang, Min-Sik;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.715-717
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    • 2012
  • 최근 SNS나 소셜미디어등 온라인을 통해 고객들의 서비스에 대한 정성적인 평가 및 요구사항이 실시간으로 표현되고 있으므로 병원, 은행,회사 등 각 기업에서는 서비스에 대한 부정적인 여론이 확산되기 전에 능동적으로 대응할 수 있는 시스템의 필요성이 요구되고 있다. 기존의 정형화된 설문을 통한 고객 니즈 분석으로는 다양한 온라인 플렛품 상의 소비자 경험, 의견 및 감성을 분석하기가 어렵다. 따라서, 다양한 온라인 플렛폼의 등장 소비자 Life-Style의 변화 등으로 기업이 시장과 고객들의 행동패턴을 파악 및 예측하여 분석, 관리하고 대응할 수 있는 시스템이 필요하다. 본 연구에서는 기업의 마케팅, 홍보, 기획 등 B2C 서비스 기업 활동에 효율적으로 활용할 수 있는 고객 평판분석 관리 시스템을 제안한다. 특히, 제안한 시스템의 효율성 검증을 위해 실제 테스트베드 프로토타입을 개발한다.

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A Study on Survey System for Customer Feedback (고객피드백을 위한 설문시스템에 관한 연구)

  • Kang, Min-Sik;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.878-879
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    • 2013
  • 우리나라는 서비스 관련 기업이 매우 많음에도 불구하고 고객의견의 수집 및 분석 기술이 미흡하다. 따라서 고객의 의견을 실시간으로 모니터링하고 문제가 발생하였을 때 이를 알리고 적절한 대안을 지원하는 시스템이 필요하다. 본 연구에서는 기존 고객의 피드백 측정을 위해 오프라인에서 설문지를 작성하던 방법을 온라인상에서 작성하고 결과를 분석할 수 있도록 하는 시스템을 제안한다. 이 시스템은 온라인 시스템으로 설문작업이 이루어지므로 실시간으로 데이터를 분석할 수 있으며 상품별로 설문지를 작성할 수 있도록 하여 다양한 서비스에서 사용할 수 있다. 향후 언어별로 설문지를 작성하여 외국인도 사용 가능하고 스마트 폰 시대에 손쉽게 설문에 응할 수 있도록 모바일에서도 설문에 응할 수 있는 시스템을 개발 예정이다.

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A Study on Customer Feedback using Facial Expression (표정인식을 활용한 고객피드백에 관한 연구)

  • Song, Eun-Jee;Kang, Min-Shik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.685-686
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    • 2015
  • 최근 감성ICT산업은 성숙기 IT산업을 새롭게 도약시킬 핵심 산업으로 인식되면서 관련 산업계의 주목을 받고 있으며 다양한 분야에 접목되고 있다. 특히, 인간표정을 인식하는 IT기술은 사회적 측면에서 인간중심의 미래생활 패러다임의 변화가 감성이해를 통한 사용자 친화적 솔루션으로 발전하고 있다. 효율적인 경영을 위해 기업은 고객의 요구사항을 정확히 파악하는 것이 중요한데 본 연구에서는 이러한 감성ICT 기술을 이용한 새로운 커뮤니케이션의 사례로서 고객의 감정 중에 특히 얼굴표정을 파악하여 고객중심의 맞춤형 서비스 기능을 제공할 수 있도록 얼굴표정에 의해 호감도를 특정할 수 있는 알고리즘을 제안한다. 이것은 기존의 7개 표정인식 알고리즘을 이용하여 고객만족도를 특정할 수 있도록 한 것이다.

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A Personalized Recommender System for Mobile Commerce Applications (모바일 전자상거래 환경에 적합한 개인화된 추천시스템)

  • Kim, Jae-Kyeong;Cho, Yoon-Ho;Kim, Seung-Tae;Kim, Hye-Kyeong
    • Asia pacific journal of information systems
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    • v.15 no.3
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    • pp.223-241
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    • 2005
  • In spite of the rapid growth of mobile multimedia contents market, most of the customers experience inconvenience, lengthy search processes and frustration in searching for the specific multimedia contents they want. These difficulties are attributable to the current mobile Internet service method based on inefficient sequential search. To overcome these difficulties, this paper proposes a MOBIIe COntents Recommender System for Movie(MOBICORS-Movie), which is designed to reduce customers' search efforts in finding desired movies on the mobile Internet. MOBICORS-Movie consists of three agents: CF(Collaborative Filtering), CBIR(Content-Based Information Retrieval) and RF(Relevance Feedback). These agents collaborate each other to support a customer in finding a desired movie by generating personalized recommendations of movies. To verify the performance of MOBICORS-Movie, the simulation-based experiments were conducted. The results from this experiments show that MOBICORS-Movie significantly reduces the customer's search effort and can be a realistic solution for movie recommendation in the mobile Internet environment.

The Sensitivity Analysis for Customer Feedback on Social Media (소셜 미디어 상 고객피드백을 위한 감성분석)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.4
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    • pp.780-786
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    • 2015
  • Social media, such as Social Network Service include a lot of spontaneous opinions from customers, so recent companies collect and analyze information about customer feedback by using the system that analyzes Big Data on social media in order to efficiently operate businesses. However, it is difficult to analyze data collected from online sites accurately with existing morpheme analyzer because those data have spacing errors and spelling errors. In addition, many online sentences are short and do not include enough meanings which will be selected, so established meaning selection methods, such as mutual information, chi-square statistic are not able to practice Emotional Classification. In order to solve such problems, this paper suggests a module that can revise the meanings by using initial consonants/vowels and phase pattern dictionary and meaning selection method that uses priority of word class in a sentence. On the basis of word class extracted by morpheme analyzer, these new mechanisms would separate and analyze predicate and substantive, establish properties Database which is subordinate to relevant word class, and extract positive/negative emotions by using accumulated properties Database.

Analyzing the Relationships among Intention to Use, Satisfaction, Trust, and Perceived Effectiveness of Review Boards as Online Feedback Mechanism in Shopping Websites (온라인 피드백 메커니즘으로서 상품평 게시판의 지각된 효과성과 신뢰, 만족, 이용의도간의 관계구조분석)

  • Kim, Seung-Woon;Kang, Hee-Taek
    • Journal of the Korean Operations Research and Management Science Society
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    • v.32 no.2
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    • pp.53-69
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    • 2007
  • Internet shopping websites have offered comfort to consumers in shopping and built trust relationships with them by providing electronic agents for recommendation, escrow services, and customer centers etc. But as there is little big difference among the shopping websites in terms of technical competence, website design, operational policy, they recognize online feedback (reviews or recommendation of consumers or experts) and online feedback mechanism as important marketing tools. Based on online feedback related studies, this study explores antecedents (consensus, vividness of reviews, interactions in review boards) of the perceived effectiveness of review boards which are text-based feedback mechanisms and its consequences such as trust, satisfaction, and intention to use. The results show that the perceived effectiveness of review boards is significantly affected by vividness of reviews and interactions in review boards, and the impact of interaction in review boards on the perceived effectiveness of review boards is stronger than that of vividness of reviews. The results also show that the perceived effectiveness of review boards has a significant influence on trust and satisfaction with the shopping websites, and intention to use is influenced by both trust and satisfaction.

WEB-BASED SERVICE REQUEST & FEEDBCK SYSTEM: THE LIFE CYCLE MANAGEMENT AS CONTINUOUS CUSTOMIZATION OF FACILITY INFORMATION

  • Jinsu Jeong;Kwang Jun Lee;Valerian Miranda
    • International conference on construction engineering and project management
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    • 2005.10a
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    • pp.836-840
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    • 2005
  • This research investigates the feasibility of Web technology as a means of delivering facility information for better support facility operation and maintenance. Our research proposes a Web-based feedback system as a pragmatic solution to the limitations of current FM (Facility Management) processes. In practice work orders and records are often misplaced resulting in lower efficiency and customer satisfaction. This may be overcome by a system that states information digitally and provides a Web-based interface. The interface could allow customers to report facility problems, trace their work order in progress, view schedules for maintenance and provide feedback for service online. The benefit for a FM department is that it can receive feedback on performance which would improve the quality of service and build a record of practical experiences.

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The Effect of Psychological Temptation, Site Quality and Sense of Community upon Online Game (심리적 유인과 사이트 품질, 공동체의식이 온라인게임에 미치는 영향)

  • Lee, Sang-Chul;Kim, Nam-Hee;Moon, Jae-Young;Suh, Young-Ho
    • Asia pacific journal of information systems
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    • v.13 no.4
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    • pp.207-227
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    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and to identify causalities among flow, addiction, customer satisfaction and customer loyalty in online industry. Many previous researches in the area of online games have been carried out about addiction by psychologist and about the development of related technologies by scientists. There are only a few studies about the customer satisfaction from the online business perspective. However, this research is different from the previous ones in the sense that both flow and addiction are considered in the study of the relationship between customer satisfaction/loyalty and flow/addiction in the area of online industry. The empirical results of high-order factor analysis indicate that six independent variables such as design, information, feedback, impulsiveness and motivation have converge three second-order variables such psychological temptation, site quality and sense of community. Consequently, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Conclusively, customer satisfaction and loyalty are positively related not with the addiction but with the flow. Besides, customer loyalty is significantly influenced by the flow and the customer satisfaction. This indicates that companies in the online game industry have to develop a strategy for the flow which is more socially and ethically allowable than the addiction.

A Personalized Approach for Recommending Useful Product Reviews Based on Information Gain

  • Choeh, Joon Yeon;Lee, Hong Joo;Park, Sung Joo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.5
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    • pp.1702-1716
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    • 2015
  • Customer product reviews have become great influencers of purchase decision making. To assist potential customers, online stores provide various ways to sort customer reviews. Different methods have been developed to identify and recommend useful reviews to customers, primarily using feedback provided by customers about the helpfulness of reviews. Most of the methods consider the preferences of all users to determine whether reviews are helpful, and all users receive the same recommendations.

Empirical Study on Factors Influencing Customer Loyalty in Mobile Games (모바일게임의 고객 충성도 영향요인에 관한 실증 연구)

  • Lee, Seok-In
    • The Journal of the Korea Contents Association
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    • v.6 no.10
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    • pp.99-106
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    • 2006
  • In recent years, the market for mobile games has become the most important part in the mobile content industry. The purpose of this study are to identify a causality between flow and customer loyalty in mobile games and to identify the factors by which flow is influenced. Mobile game players were surveyed and the data were statistically analyzed empirically. Empirical results indicate that four independent variables such as game design, challenge, skill and feedback have impacts on the flow. And customer loyalty is significantly influenced by the flow. Based upon the statistical results, some useful guidelines for mobile game development and market penetration strategies are also provided.

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