• 제목/요약/키워드: Internet.

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인터넷 관문사업자와 디지털 콘텐츠사업자간 상생정책 방안에 관한 탐색적 연구 (An Exploratory Study of Win-Win Policies Between Internet Portals and Digital Content Providers)

  • 박기호
    • 디지털융복합연구
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    • 제6권1호
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    • pp.21-34
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    • 2008
  • This study explored which policies can be win-win strategies among internet portals and digital content providers. With taking the professional advise by interview and descriptive Questionnaires, the study suggested which governmental policies may be the mutual and proper winning strategies in internet industry, specifically between internet portal sites and content providers. Researcher kept in contact with five opinion leaders in this field and proposed thirteen candidate policies, which can give implications to the related governmental agencies, internet portals and contents providers. Some of these suggested policies may have been done and are being done conservatively in some area. But, in order to positively activate and develop the domestic digital contents industry, this study emphasized that the related agencies should perform the progressive policies and assign the financial supports to internet industry.

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놀이이론 기반의 인터넷 루머의 집합적 확산자에 관한 연구 (Dynamic Process of Collective Internet Rumor Based on Play Theory)

  • 장용호;박령주
    • 한국시스템다이내믹스연구
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    • 제14권4호
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    • pp.5-35
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    • 2013
  • The study examines the play theory based internet rumor process by using simulating tools, Vensim, which offer a new theoretical basis from which to explore complex adaptive social system. Internet rumor is not a simple linear diffusion process, but a complex interaction behavior between the actors of production and diffusion. Rumor actors consist of two type of diffusion, which is rumor mongers and playful mongers. These two type of mongers make the internet rumor as collective system. Playful mongers play strategically to maximize playfulness. Internet rumor as play is consequence of collective framing constituted by dynamic interaction and playfulness. The networking space spreading internet rumor function as a playground which mobilize play rule, ignoring fact based framing. Rumor as paly, even though it turns out to be a false and loses the public attentions rumor sustains the game play function which makes the rumor without natural extinction. The study proves that playful mongers is a main actors in rumor play ground.

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인터넷을 이용한 전자상거래 활용에 관한 연구 (A Study on the Utilization of the Internet Based Electronic Commerce)

  • 정기호;손종호;오지환
    • 한국정보시스템학회지:정보시스템연구
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    • 제7권1호
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    • pp.209-224
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    • 1998
  • The Internet is one of the most noticeable things in the information wave, which is spreading in the whole society. At first, the Internet was mainly used to exchange the information between organizations like universities, institutions and companies, but recently it is widely used as the method for the commerce. Therefore the Internet is recognized as a new strategic tool for the business and electronic commerce(EC) supported by the Internet has become a new type of business in the cyber space. This study is to know the current situation of EC by investigating the effect of the Internet compared with the cost. For this purpose we surveyed 162 Korean companies and analyzed the questionaries collected from them. As a result of the analysis it is shown that the Internet is useful for improving the efficiency of business and advertising the company.

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인터넷 쇼핑몰에서의 소비자의 워험지각과 정보탐색에 관한 연구 (Consumer′s Perceived Risk and Information Search in Internet Shopping)

  • 신민경;정순희;여윤경
    • 대한가정학회지
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    • 제42권9호
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    • pp.195-212
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    • 2004
  • The purpose of this study was to analyze consumers' perceived risk and information search behaviors in internet shopping. For this purpose, survey was conducted on 302 consumers in their 20s and 30s who had internet shopping experience. This study found that consumers' perceived risk was significantly related to their gender, educational level, income, credit card use, period of internet un, number of internet shopping experiences, and purchased product. Consumers' search behaviors were also significantly affected by gender, age, educational level, income, period of internet use, and purchased product. In addition, a higher level of consumers' perceived risk was significantly related to the amount of information search on product attributes themselves rather than on general information search such as the number of sites or the number of brands.

패션 기업의 인터넷 도입의도에 영향을 미치는 요인에 관한 연구 (Factors Affecting the Introduction of the Internet by Fashion Companies)

  • 이은진
    • 대한가정학회지
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    • 제46권5호
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    • pp.87-96
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    • 2008
  • The purpose of this study was to establish which factors were considered when fashion companies discussed the intention of employing the internet in various capacities. A total of 228 candidates were surveyed between 17-11-07 and 17-01-08. The collected data was used to conduct various descriptive and comparative analyses. Firstly, environmental factors considered important were internal pressure, external pressure and uncertainty of the market. Organizational factors considered important were support of the chief executive officer, capacity of the organization and future directivity. Profit factors considered important were elevation of the business, customer relationship management, advantage of the internet and reduction of expenses. Prohibitive factors considered important were miscellaneous expenses, secession of the customer, internal opposition of the organization and convertible expenses. Secondly, fashion companies regarded internal pressure, external pressure, support of the chief executive officer, capacity of the organization, future directivity, elevation of the business, customer relationship management, advantage of the internet and miscellaneous expenses as important when discussing the introduction of the internet.

모바일 환경에서 구매의도에 영향을 미치는 요인 (The Study on Purchase Intention of the Mobile Environment)

  • 임규홍;이종호
    • 한국정보시스템학회지:정보시스템연구
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    • 제15권4호
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    • pp.189-209
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    • 2006
  • The progress of mobile internet technologies has changed user access to information. The mobile internet allows to obtain contents and services from wireless networks via mobile devices. The purpose of this study is th find out important factors that influence on the customer purchase intention by mobile internet environment. Base on TAM(Technology Acceptance Model) and the latest literature, a comprehensive set of constructs and hypotheses were compiled with a methodology for testing them. We suggested five factors that effect purchase intention in mobile internet environment: Enjoyment Ease of use, Usefulness, Mobility, Trust To validate the research model, we collected data from cellular phone user using an online survey. The results of this study are as follows. First enjoyment ease of un, usefulness, and mobility had positive effects on trust. Second, Usefulness, ease of use, and trust had positive effects on purchase intention to use mobile internet. Third, enjoyment and mobility did not have positive effects on purchase intention to use mobile internet. Based on these results, we suggest marketing strategies.

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웹 환경의 E-Mail 기반 인터넷 EDI 시스템 (EIEW : An I-Mail based Internet EDI System on Web Environment)

  • 권혁인;이진용
    • 한국전자거래학회지
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    • 제5권2호
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    • pp.127-142
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    • 2000
  • Lately, electronic commerce through the Internet has been rising in attention. An important element in such commerce is EDI. EDI is mainly used with VAN but its use is not common due to the high cost of EDI transfer. Thus, only large corporations with frequent use of EDI are able U benefit from it, To smaller companies that have small usage, EDI is becoming a burden. Considering this fact as well as current changes within the enterprise environment, it is apparent that a new generation of EDI is required. To resolve the problems of VAN EDI, the proposed Internal EDI was implemented. Internet EDI deals with the use of the widely spread Internet instead of VAN. By using Internet EDI, it is possible to reduce the high cost that came when using VAN. There would be no extra transfer cost since transmission will be done through the Internet. Also, electronic commerce that is mostly used today between an individual and a company may grow to become a true electronic commerce between companies.

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인터넷 패션 쇼핑몰의 마케팅 전락략- 인터넷 패션 쇼핑몰의 사례조사를 중심으로 - (A Study on the Marketing Strategies of Internet Fashion Shopping Malls - Focused on the Case Study of Internet Fashion Shopping Malls -)

  • 신수연;김민정
    • 복식문화연구
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    • 제12권1호
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    • pp.41-58
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    • 2004
  • The purpose of this paper was to propose the efficient strategies of internet fashion shopping malls to success in the internet shopping mall market growing rapidly. Representative 5 internet fashion shopping malls - Halfclub, Fashionplus, e-Hyundai, Hansol CSClub and LGeShop - were selected and in-depth interviews were performed to analyze their marketing 4P's strategies. The results of this study are as fellows. Five shopping malls'main targets are women in twenties and early thirties. The price strategies are various according to shopping malls'character. In general, there are small amounts of discounts on new products(about 5%) which are sold by department stores. Shopping malls executed delivery of goods by cooperation with distribution companies and direct distribution of subcontract companies. Shopping malls are sending e-mails to the members as a promotion strategy. CRM(Customer Related Management) is partially implemented. Joint purchase and various events are conducted frequently. Shopping malls guarantee exchange and refund services.

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한국 대학생과 중국 유학생의 임파워먼트와 인터넷게임중독 차이 (Differences in Empowerment and Internet Game Addiction among Korean University Students Focusing on Korean and Chinese Students)

  • 주애란;김미랑
    • 가정간호학회지
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    • 제20권1호
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    • pp.53-62
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    • 2013
  • Purpose: The purpose of this study was to investigate the empowerment and internet game addiction in Korean university students, focusing on Korean and Chinese students. Method: For this study, 366 students were selected from the J province by using convenience sampling. The data were collected from August 1 to October 10, 2012, and analyzed by using the SPSS/WIN 15.0. Result: Internet game addiction and general characteristics showed significant differences when classified according to nationality, gender, age, major leisure, perceived health status, and smoking status. The Korean students had a mean empowerment score of 98.4. The Chinese students had a mean internet game addiction score of 58.6. Nationality, gender, and empowerment were identified as the variables influencing internet game addiction. Conclusion: This study suggested that we should develop programs to increase empowerment, quit smoking, and decrease internet game addiction for Korean university students.

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청소년의 인터넷 중독, 자아존중감, 자기통제, 공격성간의 관계구조 (Structural Relationships Among Adolescents' Internet Addiction, Self-Esteem, Self-Control, and Aggression)

  • 도금혜;이지민
    • 가정과삶의질연구
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    • 제29권3호
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    • pp.59-69
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    • 2011
  • The purpose of this study was to investigate the structural relationships among adolescents' internet addiction, self-esteem, self-control, and aggression. The participants were 300 students in their first year of middle school. The questionnaire consisted of measures of internet addiction, self-esteem, self-control, and aggression. The major findings were as follows: 1) self-control had a direct effect on aggression; 2) internet addiction had a direct effect on self-esteem and self-control; 3) self-esteem had a direct effect on self-control; 4) internet addiction had an indirect effect on aggression and self-control; and self-esteem had an indirect effect on aggression. This study implied that self-related variables could mediate the relationship between the possibility of internet addiction and adolescents' aggression. This study also suggested that research on various mediator variables could reduce adolescents' psychosocial problems.