• Title/Summary/Keyword: Customer Services

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A Study on the Evaluation of Optimal Program Applicability for Face Recognition Using Machine Learning (기계학습을 이용한 얼굴 인식을 위한 최적 프로그램 적용성 평가에 대한 연구)

  • Kim, Min-Ho;Jo, Ki-Yong;You, Hee-Won;Lee, Jung-Yeal;Baek, Un-Bae
    • Korean Journal of Artificial Intelligence
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    • v.5 no.1
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    • pp.10-17
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    • 2017
  • This study is the first attempt to raise face recognition ability through machine learning algorithm and apply to CRM's information gathering, analysis and application. In other words, through face recognition of VIP customer in distribution field, we can proceed more prompt and subdivided customized services. The interest in machine learning, which is used to implement artificial intelligence, has increased, and it has become an age to automate it by using machine learning beyond the way that a person directly models an object recognition process. Among them, Deep Learning is evaluated as an advanced technology that shows amazing performance in various fields, and is applied to various fields of image recognition. Face recognition, which is widely used in real life, has been developed to recognize criminals' faces and catch criminals. In this study, two image analysis models, TF-SLIM and Inception-V3, which are likely to be used for criminal face recognition, were selected, analyzed, and implemented. As an evaluation criterion, the image recognition model was evaluated based on the accuracy of the face recognition program which is already being commercialized. In this experiment, it was evaluated that the recognition accuracy was good when the accuracy of the image classification was more than 90%. A limit of our study which is a way to raise face recognition is left as a further research subjects.

A Case Study on Applying QFD to Improve Library Service Quality (도서관 서비스 품질 향상을 위한 QFD 적용에 관한 사례 연구)

  • Jung, Youngmi
    • Journal of Korean Library and Information Science Society
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    • v.45 no.1
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    • pp.319-338
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    • 2014
  • This study aims to apply QFD model to improve and evaluate library service quality using user needs priorities. The library of the D University is presented as a case study. QFD is a powerful quality management method in which customer needs are translated into appropriate technical requirements for each stage of product/service development. To apply QFD in the field of library services, first library user needs and their AHP, satisfaction and importance degrees were examined via focus group interview. Second, the service improvement engineering characteristics for satisfying the user needs and their relationship/correlations matrices were defined by interviewing library practitioners and experts. Finally, the data collected was entered using CUPID solution, and then HOQ to improve library service quality of the D University was constructed. This study focused on QFD method and its application as a tool for improving the quality of library service.

A Study on Improvement of Residential Environment Service in Rural Village by Applying Service Design Methodology - Focused on Dosan 2-ri Village, Janggok-myeon, Hongseong-gun, Chungcheongnam-do - (서비스 디자인 방법론을 적용한 농촌 마을 주거환경 서비스 개선 연구 - 충청남도 홍성군 장곡면 도산2리 마을을 중심으로 -)

  • Yu, A-Hyeon;Cho, Kwang-Soo;Kim, Sang-Bum
    • Journal of the Korean Institute of Rural Architecture
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    • v.22 no.3
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    • pp.49-60
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    • 2020
  • The purpose of this study utilizes the service design methodology centered on the lives and experiences of rural residents, who are the main beneficiaries of the service, to derive specific problems and needs, and to propose a service improvement plan suitable for the rural residential environment. The study selected Dosan 2-ri Village, Hongseong-gun, Chungcheongnam-do as the target of the survey, used personas and Customer Journey map of service design method to derive specific core issues and insights from the village residents. By developing this, the final five service directions for 'Air care service', 'Self-driving garbage collection and treatment service', 'Emergency/disaster networking service', 'Contaminant removal service' and 'Mobility share service' were derived and presented according to each key keyword. This study is not just a study to grasp the actual conditions of the rural residential environment, but it focuses on the lives and experiences of rural residents and extracts elements that can respond to changes in the lifestyles and patterns of the residents. It can be used as a basic material for more realistic improvement of rural residential environment and service development research. Most of the existing studies on residential environments and spaces is focused on urban areas, and there is a limit to the use of rural areas in residential areas. Therefore, by making recommendations for improvement of residential environment services suitable for rural areas and by creating residential spaces and environments in rural areas in a comfortable and safe manner, it is thought that it is possible to contribute to improvement of satisfaction in rural areas and improvement of healthy housing welfare as well as to improvement of the quality of life of residents of rural areas.

Analyzing Differences in CSR Activities of Consumer Issues among Industries (소비자 이슈에 대한 CSR 활동의 산업별 차이분석)

  • Kim, Kwang-Yong;Lee, Sang-Chul;Suh, Yung-Ho
    • Journal of Korean Society for Quality Management
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    • v.41 no.4
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    • pp.567-580
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    • 2013
  • Purpose: This study aims to develop measuring tools for 'Consumer Issues' of ISO 26000, the international standards for corporate social responsibility(CSR), and propose strategic suggestions on the CSR implemention by analyzing the differences among various industries. Methods: In order to test the research models, structured questionnaires were used and nationwide surveys were conducted targeting at customers who have had experiences in using the products and services from the companies which published CSR reports. In addition, for the empirical analysis of data, the models were verified with AMOS confirmatory factor analysis(CFA). Results: From the result of the analysis of differences among industries, it was shown that level of CSR activities was high in public sectors, followed by service industries and manufacturing. It was also shown high in air transport and the electrical and electronic industries, while it was confirmed low in energy and environment related industries such as energy, automobile and chemical industries. As a result, strategic approaches are suggested, considering the different characteristics of each industry in implementing CSR. Conclusion: This study has developed measuring tools for 'Consumer Issues' to research the core subjects and issues of ISO 26000, the international standards for CSR. It has confirmed the characteristics and differences regarding 'Consumer Issues' among industries and proved that industries can provide guidelines for the implementation of CSR activities through approaching and researching various issues from interested parties. This study has also suggested the importance of customer awareness of CSR activities and active communications by industries.

Impact of Home Furnishing Brand Consumers' Shopping Values on Behavioral Intentions of Home Furnishing Brand Products -Exploring Mediating Effects of Perceived Experiential Marketing Components- (홈퍼니싱 브랜드 소비자들의 쇼핑가치가 행동의도에 미치는 영향 -지각된 체험마케팅 요소의 매개효과를 중심으로-)

  • Jung, Hye Jung;Oh, Kyung Wha
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.3
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    • pp.539-555
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    • 2020
  • This study explored the conceptual constructs of shopping values and experiential marketing components of home furnishing brands as well as their impacts on the behavioral intention toward home furnishing goods. The mediating roles of experiential marketing were investigated in this research. A survey was performed on female shoppers between the ages of 20 and 50 who have visited and shopped at home furnishing brand stores. The results of this research were as follows. 1) The results to analyze the sub-dimension of shopping values (Social, Differential, Utilitarian, Aesthetic, Entertaining, and Sustainable) and experiential marketing components (Sense, Emotion, Coordination information, and Customer services) showed factorial structures. 2) Aesthetic, Differential, and Utilitarian shopping values showed significantly positive influences on behavioral intentions of home furnishing brand products; in addition, Sense, Emotion, and Coordination information components of experiential marketing had a positive effect on behavioral intentions of home furnishing brand products. 3) The Emotion and Sense components of experiential marketing had important medicating roles in the relationship between shopping values and behavioral intentions of home furnishing brand products. This study highlighted that shopping values and experiential marketing components should be promoted among consumers to increase behavioral intentions of home furnishing brand products.

Multilingual Product Retrieval Agent through Semantic Web and Semantic Networks (Semantic Web과 Semantic Network을 활용한 다국어 상품검색 에이전트)

  • Moon Yoo-Jin
    • Journal of Intelligence and Information Systems
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    • v.10 no.2
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    • pp.1-13
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    • 2004
  • This paper presents a method for the multilingual product retrieval agent through XML and the semantic networks in e-commerce. Retrieval for products is an important process, since it represents interfaces of the customer contact to the e-commerce. Keyword-based retrieval is efficient as long as the product information is structured and organized. But when the product information is expressed across many online shopping malls, especially when it is expressed in different languages with cultural backgrounds, buyers' product retrieval needs language translation with ambiguities resolved in a specific context. This paper presents a RDF modeling case that resolves semantic problems in the representation of product information and across the boundaries of language domains. With adoption of UNSPSC code system, this paper designs and implements an architecture for the multilingual product retrieval agents. The architecture is based on the central repository model of product catalog management with distributed updating processes. It also includes the perspectives of buyers and suppliers. And the consistency and version management of product information are controlled by UNSPSC code system. The multilingual product names are resolved by semantic networks, thesaurus and ontology dictionary for product names.

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Finding Critical Success Factors for Spatial Data Industry by Comparing Strategies of Digital Earth Enterprises (디지털어스 기업들의 전략 비교를 통한 공간정보산업 핵심성공요인의 발견)

  • Kim, Jong-Ho
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.318-329
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    • 2013
  • Spatial information has influenced government policy formation, business strategy implementation, and our everyday life enormously. Digital earth enterprises providing global spatial data services emerge as spatial data industry grows rapidly. So it is highly desirable to grasp recent trends in the industry and find critical success factors (CSFs) for the digital earth firms. The purpose of this study is to compare strategies of digital earth enterprises and find CSFs for them. In addition, strategy analysis framework elaborations, systematic analysis of spatial data industry and market segmentation based on value chain are also performed to trace and cope with the volatile industry environment. Derived CSFs are as follows. First, acquisition of differentiated high quality spatial data is needed. Second, customer oriented convergent contents should be developed. Third, advanced platform functionalities must be provided to consumers. Finally, construction of efficient and effective global value chain is desirable.

Antecedents to Customer Repurchase in Korean Social Commerce Service

  • Lee, Suk-Jun;Youn, Myoung-Kil;Kim, Wanki
    • Journal of Distribution Science
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    • v.10 no.3
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    • pp.7-13
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    • 2012
  • Recently, with the success of Groupon in the USA using the new business model referred to as social commerce, which is a commercial transaction involving group purchases on social network service (SNS), social commerce business receives much attention. Social commerce is capable of effectively promoting additional purchasing by customers through unprecedented price discounts and limiting the number of purchasers and time allotted for purchases, and is able to achieve promotional effects over and above those of simple product promotion due to customers' voluntary word of mouth. Although social commerce is effective for short-term increase in the sales of products, there are numerous dissenting opinions on whether it can promote repurchasing by customers. In particular, social commerce in Korea focuses only on unprecedented discounted prices and does not have the marketing effect that SNS can produce over and above the sales promotion. The objective of this study is to find the factors that influence the repurchase intention on social commerce and to analyze factors that contribute the social commerce product. For this, this study extracts repurchase intention factors and computes a repurchase probability to assess the influence of factors other than price discount on social commerce customers at the time of repurchasing. In addition, the importance of factors toward sales revenue for each of the social commerce products (e.g., restaurant/café, beauty, tour/leisure, show/exhibition, and fashion/clothes) is estimated by using the computed repurchase probabilities. The repurchase probability through the analysis can be used for development of social commerce business in Korea.

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Development of Apparel Coordination System Using Personalized Preference on Semantic Web (시맨틱 웹에서 개인화된 선호도를 이용한 의상 코디 시스템 개발)

  • Eun, Chae-Soo;Cho, Dong-Ju;Lee, Jung-Hyun;Jung, Kyung-Yong
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.66-73
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    • 2007
  • Internet is a part of our common life and tremendous information is cumulated. In these trends, the personalization becomes a very important technology which could find exact information to present users. Previous personalized services use content based filtering which is able to recommend by analyzing the content and collaborative filtering which is able to recommend contents according to preference of users group. But, collaborative filtering needs the evaluation of some amount of data. Also, It cannot reflect all data of users because it recommends items based on data of some users who have similar inclination. Therefore, we need a new recommendation method which can recommend prefer items without preference data of users. In this paper, we proposed the apparel coordination system using personalized preference on the semantic web. This paper provides the results which this system can reduce the searching time and advance the customer satisfaction measurement according to user's feedback to system.

An Empirical Study for Identifying Players′ Loyalty factors in Online Games (온라인 게임의 소비자 충성도 유인에 관한 실증적 연구)

  • 정재진
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.484-495
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    • 2004
  • In this paper appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, word of mouth and flow, and the impacts of several other key game-related constructs on consumer behavioral intentions. A conceptual framework is proposed and a structural equation model is developed. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty for some specific brand of online games. The concept of flow, feedback, challenge, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Statistical results show that depending upon the types of games, the configuration of structural equation model is a little different from each other, but overall results are very much intuitive in that challenge positively enforces flow, and flow strengthens loyalty. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of the players' behavioral intentions, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

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