• Title/Summary/Keyword: Digital Business

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Research on Purchase Decision Factors to TV Home Shopping Product: Digital·Home Appliance

  • Lee, Kwang-Keun;Jang, Si-Nam;Kim, Pan-Jin
    • Asian Journal of Business Environment
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    • v.2 no.2
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    • pp.13-21
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    • 2012
  • Purpose - The purpose of this research was to suggest purchasing decision factors through understanding the context of purchasing behavior and to figure out variables related to purchasing decision, purchasing cognition, and attitude. Research design / data / methodology - By random sampling, 200 consumers who are over 20, have purchased Digital·home appliance on TV home shopping, and have lived in the Seoul area were chosen as sample subjects. Questionnaires data were obtained from all subjects by self-administration method. Results - Result of analysis could be summarized as following. Analysis of the cognition of digital/home appliance product features, and influence of digital/home appliance product feature to purchasing intention are presented in the following order; price (3.50), diversity (3.10), brand (3.00). Also, analysis of the cognition of TV home shopping feature and influence of TV home shopping feature to purchasing of digital/home appliance are presented in the following order; awareness (3.63), safety of delivery (3.38), safety of transaction (3.28), product test (3.27). Conclusions - Purchasing attention of TV home shopping features presented difference in awareness, safety of delivery, safety of transaction, and product testing factors. In order to vitalize home shopping, impossibility of quality confirmation should be overcome and reinforcement of brand power should be considered.

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A Study on Screen Golf as Digital Convergence Contents: Focused on Interaction and Play (디지털융합콘텐츠로서 스크린골프에 관한 연구: 상호작용과 놀이를 중심으로)

  • Oh, Dong Il;Sung, Chang Soo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.171-180
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    • 2014
  • Screen golf may be said as one of the most successful digital contents business along with the game industry. The success of the screen golf is because the high tech virtual reality technology is applied to the business in a way that it can meet the five senses of human and that the user can be absorbed into it. In addition, the interaction and playfulness in the screen golf helps the users to get more involved in the game, thus enhancing its value as one of the entertainments. Especially, this study focuses on its interaction and playfulness, which helped the screen golf succeed as a business because they help people to get more absorbed in the game through the communication and fun. From this point of view, the screen golf can be considered to have the best characteristics by which the users can be motivated to use the screen golf. Now along with the public success of the screen golf, the screen golf is recognized as the core field of digital contents. So, the screen golf needs the approaches and researches from multiple points of views, including culture and arts.

Legal System Change on Business Establishment and Management in Digital Era (디지털시대에 있어서 창업경영에 관한 법제도의 변화)

  • Song, In-Bang
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.23-31
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    • 2013
  • In Korea, middle and small-sized company takes up an absolute majority of all businesses, and most of them are founded as a limited company. Yet, it is a type of business that fits a company of certain size, and its establishment process is complicated due to various reasons such as investor protection. It is also required to have strict organization structure based on the principle of separation of ownership and management. Accordingly, as the principles may undermine entrepreneur's will to start business, there has been dramatic change in legal system on business establishment and management since 2010. The changes include streamlined process at the foundation stage and digitalization of many regulations on business establishment and operation for more convenience in starting business. Also, new business types for small-sized companies were adopted, and freedom to select business name has been enhanced. The issue of non-par value stock has been allowed, and various types of stock have been adopted for more convenient financing, defense against hostile M&A, and easier business succession.

Innovative Business Model from the Perspective of Digital Cultural Industry -Centered on the Virtual Idol "Hatsune Miku" (디지털 문화 산업의 시각에 따른 혁신적 비즈니스 모델: 가상 아이돌 '하츠네 미쿠'를 중심으로)

  • DOUXIAOWEI, DOUXIAOWEI;Yang, Jonghoon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.823-831
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    • 2021
  • In the Internet age, the digital cultural industry is booming, start-up companies want to win a place in the fiercely competitive red sea market of the Internet, innovative business models have become an important challenge and opportunity for countless companies. Taking the virtual idol "Hatsune Miku" as the example, the analysis is carried out at the levels of technological innovation, value proposition, resource combination, operation process and marketing model. By comparing the differences between the first-generation software Meiko of Crypton and the second-generation software "Hatsune Miku", we will study the components of the business model to explore the characteristics and advantages of this business model, and in-depth operation models and innovations. The analysis is expected to provide a substantial reference for other electronic product and software development companies in their business models.

The Effects of Digital Signage on Flow and Brand Attitudes: The Mediating Role of Pleasure

  • Ji, Kyoungha;Kim, Hanna
    • Journal of Fashion Business
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    • v.22 no.6
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    • pp.53-69
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    • 2018
  • In recent years, digital media providing entertainment and information have become an important channel of customer experience. The aim of this study is to evaluate the effects of digital signage's characteristics on flow and brand attitudes and to verify the mediating role of pleasure in digital signage and flow. The stimuli were developed for a sports brand stores using 3D and video editing software. The survey was conducted on 544 subjects from both gender aged 20 to 49 years old, i.e. the population that constitutes the major target group for sports brands. The data collected was analyzed using IBM SPSS 24.0. Specifically, frequency analysis, factor analysis, reliability analysis, t-test, and regression analysis were performed on the data. Based on the results, we can draw the following conclusions; First, the dimension of digital signage was classified into aesthetic and functional attributes. Additionally, we found out that women highly value aesthetic attributes of digital signage while the customers in their 40s pay more attention to functional attributes than their counterparts aged 20-30 years. Second, our results suggest that pleasure has a mediating effect in the relationship between digital signage attributes and flow; specifically, both sub-dimensions of digital signage features (aesthetic attributes and functional attributes) affect flow by means of pleasure. Third, our results demonstrated that the flow of digital signage had a significant impact on brand attitudes.

A Case Study of Digital Transformation: Focusing on the Financial Sector in South Korea and Overseas

  • Eunchan Kim;Minjae Kim;Yeunwoong Kyung
    • Asia pacific journal of information systems
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    • v.32 no.3
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    • pp.537-563
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    • 2022
  • This study investigates the adoption and application of digital transformation in the financial sector and analyzes the process and outcomes of digitization and digitalization in the field of the finance industry of South Korea and overseas, in order to seek both managerial and strategic implications for successful implementation of digital transformation in the future. The findings show that, for successful digital transformation, it is necessary to maximize active and systematic use of advanced online and digital technologies that form the basis of business and create an open, horizontal organizational culture and communication system to equally share and distribute advanced technologies and competencies through the entire organization. Furthermore, this study also discovers the legitimacy to concentrate the organizational competencies and know-how in providing technical training for members, expanding customer experience, and improving customer satisfaction services to contribute to improving the quality of life for members of the organization and creating and improving social and public infrastructures, instead of using digital transformation only to improve productivity of organizations or firms. As such, it is necessary to concentrate corporate competencies in establishing and supplying digital transformation that is not just human-centered but also has productivity, innovativeness, and reliability at the same time.

Focus Adjustment Method with Statistical Analysis for an Interchangeable Zoom Lens with Symmetric Error Factors (대칭성 공차를 갖는 교환렌즈용 줌 렌즈의 핀트 조정법과 통계적 해석)

  • Ryu, J.M.;Jo, J.H.;Kang, G.M.;Lee, H.J.;Yoneyama, Suji
    • Korean Journal of Optics and Photonics
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    • v.22 no.5
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    • pp.230-238
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    • 2011
  • There are many types of interchangeable zoom lens in the digital single lens reflex camera and the compact digital still camera system in order to meet various specifications such as the field angle. Thus special cases for which the focus adjustment using only an auto-focus group is not available in the focal point correction (that is, the focus adjustment) of both wide and tele-zoom positions are sometimes generated. In order to make each BFL(back focal length, BFL) coincide at wide and tele-zoom positions with each designed BFL, focus adjustment processes must be performed at least in these two points within the zoom lens system. In this paper, we propose a method of focus adjustment by using the concept of focus sensitivity, and we calculate a limit on focus adjustment distance by means of statistical analysis.

An Analysis on the Strategic Factors of e-Business Models (e-비즈니스 모델의 전략적 요인 분석)

  • Joo, Jae-Hun
    • Asia pacific journal of information systems
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    • v.12 no.2
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    • pp.69-98
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    • 2002
  • With the development of the Internet, electronic commerce, electronic markets, and digital economy, new business paradigm and new ways of business have been emerging and developing. The development of right and robust business models for electronic markets is a key for e-business success. This paper reviews previous studies and successful cases for e-business models. This paper presents strategic factors such as the business value and the source of revenue, products and services, business processes and technologies, and the characteristics of markets and relationship with customers and partners as a framework for developing sustainable and robust business models.

Digital Rights Management and Rights Language (디지털 저작권관리와 Rights Language)

  • 박정희;성평식;이기동
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.2
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    • pp.7-13
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    • 2003
  • The Internet presents a unique platform for disseminating digital content such as music, video, games, software, text, business and proprietary corporate information. It promises ubiquitous access, while at the same time fundamentally challenging the traditional rules of ownership and distribution of content. In such environment, safe protection and proper delivery of digital content would be a crucial requirement toward a new e-business model. Research on the Digital Rights Management (DRM) focuses on filling this functional vacancy of the market transition by providing a more viable business model based. XrML(eXtensible Rights Markup Language) provides a universal tool for specification of rights, fees, and issuing conditions(licenses) associated with the use and protection of digital content. ContentGuard has developed XrML to unify the Digital Rights Management(DRM) specifications and encourage interoperability. It seems that all working groups of DRM agree to use XrMl for their right description language.

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A Study of the Perception Difference on Business Model - Focused on On-Offline Service Companies (온·오프라인 서비스 기업의 비즈니스모델 인식 차이에 관한 연구)

  • Kim, Insub;Jeon, Sunghyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.1
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    • pp.209-223
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    • 2015
  • Google was established an online service company. Lately, Google has widened to the business area until manufacturing industry. Apple was established a computer manufacturing company. So, new business models should develop and should be innovation in order to adapt to industry environments. New business model's development and innovation are attracted on strategy to expect the high performance at companies. In particular, it is important to companies facing a variety of problems. Therefore, the purposes of this study are as follows : First, there understand the perception difference on online service company, offline service company, manufacturing company. Second, there provide for the use of strategy on online service company, offline service company, manufacturing company. The results of this study are customer factor, strategy factor, revenue factor have been statistically significant differences using ANOVA analysis in industry field, and customer factor has been statistically significant difference using t-test in business field. Then, it will expect to increase business competition through the business model.