• Title/Summary/Keyword: Market Leader

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Paid Peering: Pricing and Adoption Incentives

  • Courcoubetis, Costas;Sdrolias, Kostas;Weber, Richard
    • Journal of Communications and Networks
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    • v.18 no.6
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    • pp.975-988
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    • 2016
  • Large access providers (ISPs) are seeking for new types of business agreements and pricing models to manage network costs and monetize better the provision of last-mile services. A typical paradigm of such new pricing norms is the proliferation of paid peering deals between ISPs and content providers (CPs), while on top of this, some ISPs are already experimenting with usage-based tariffs, usually through data-plans, instead of the typical fixed-based charging. In this work we define as common platform, the infrastructure in which a single ISP transacts with several CPs through peering agreements. In this context, we examine whether, and under which market conditions, the profitability of the involved stakeholders improves when the establishment of this platform is accompanied by a monetary compensation from the CPs to the ISP (paid peering), v.s. a scenario where their deal is a typical settlement-free one. In both cases, we assume that the ISP implements a usage-based access pricing scheme, implying that end-users will pay more for higher transaction rates with the CPs. Our framework captures some of the most important details of the current market, such as the various business models adopted by the CPs, the end-users' evaluation towards the ISP's and CPs' level of investments and the traffic rates per transaction for the offered services. By analysing the equilibrium derived by a leader-follower game, it turns out (among other practical takeaways) that whether or not the profitability of a CP improves, it highly depends on whether its business model is to sell content, or if it obtains its revenue from advertisements. Finally, we extract that consumer surplus is considerably higher under paid peering, which in turn implies improved levels of social welfare.

Space Design Marketing of Floating Architecture and Its Spatial Demands (플로팅건축물의 공간디자인마케팅과 공간수요 예측)

  • Pak, Sung-Sine
    • Journal of Navigation and Port Research
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    • v.39 no.4
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    • pp.329-334
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    • 2015
  • Currently, image of floating architecture has been positively improved based on the normalization of a domestic representative floating building 'Some Sevit'. Features of the floating architecture are as follows: special experience (29.9%)> landmark (27.6%)> enjoyment of marine culture (21.5%)> center for tourism and regional development (16.0%)> eco-friendly space solving global warming (4.8%). Floating building has a distinctive image and at the same time offers a unique spatial experience to the public. Therefore, space design marketing of floating building is a communication process to exchange its spatial identity and image between the local government and the public, the corporation and customers. It is essential for the effective space design marketing that the spatial demands should be reflected into its program such as commercial, cultural and marina facilities. The unification of project leader and operator is also important. The transformed conditions would help the construction market to be active in the future.

A Study on the Effective Military Use of Drones (드론의 효과적인 군사분야 활용에 관한 연구)

  • Lee, Young Uk
    • Convergence Security Journal
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    • v.20 no.4
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    • pp.61-70
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    • 2020
  • The unmanned aerial vehicle that emerged with the 4th Industrial Revolution attracts attention not only from Korea but also from around the world, and its utilization and market size are gradually expanding. For the first time, it was used for military purposes, but it is currently used for transportation, investigation, surveillance, and agriculture. China, along with the US and Europe, is emerging as a leader in the commercial unmanned aerial vehicle market, and Korea, which has the world's seventh-largest technology in related fields, is striving to promote various technology development policies and system improvement related to unmanned aerial vehicles. Military drones will revolutionize the means of war by using a means of war called an unmanned system based on theories such as network-oriented warfare and effect-oriented warfare. Mobile equipment, including drones, is greatly affected by environmental factors such as terrain and weather, as well as technological developments and interests in the field. Now, drones are being used actively in many fields, and especially in the military field, the use of advanced drones is expected to create a new defense environment and provide a new paradigm for war.

Necessity and Expected Effects of Introducing the Korean Version of Tax Lease Scheme for Ships (한국형 선박 조세리스제도 도입 필요성과 기대효과)

  • Sung-Hwa Park;Hanna Kim
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2022.06a
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    • pp.369-370
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    • 2022
  • In Korea's ship finance, due to the nature of pro-cyclical investment, the private sector's ship finance greatly shrinks during the shipping recession, and policy financial institutions take the lead in ship finance. Meanwhile, the government established the 「Strategy for the Realization of Shipping Industry Leader」 (June 29, '2) and set a development goal by 2030 through support such as securing new high-efficiency ships. To promote financial investment. However, investment in the shipping industry is not easy to induce due to risks and uncertain market conditions. Therefore, it is necessary to review tax benefits that can induce joint investment of investors at the government level. Therefore, it is necessary to introduce a Korean version of tax lease scheme for ships in order to resolve the liquidity gap in the domestic ship finance market and successfully implement the five-year plan for reconstruction of shipping industry.

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Lotte Shopping's Marketing Strategy for Achieving the Goal of Becoming a Global Leader (글로벌 기업 도약을 위한 롯데쇼핑의 마케팅전략)

  • Lee, Jinyong;Kim, Chung Koo;Joo, Young-Hyuck
    • Asia Marketing Journal
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    • v.12 no.1
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    • pp.81-101
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    • 2010
  • Lotte Shopping Co. started its business from Lotte Department Store. From the beginning, Lotte Shopping Co. opened the largest department store and, since then, has expanded its business size through the processes of active developments of its own stores and merges and acquisitions of other companies. Currently, it operates a variety of retail shops such as department stores, discount stores, movies theaters, shopping malls, and supermarkets along with a TV home-shopping station and an online shopping mall. Lotte group, a business conglomerate Lotte Shopping belongs to, has an objective of becoming TOP 10 business group in Asia by 2018. Lotte group declared its vision statements in 2009 and has spent its effort to accomplish the goal. Lotte Shopping is implementing the group-level growth strategy through merges and acquisitions and diverse marketing programs. We will briefly investigate the current situation of Lotte Shopping and will then analyze its 1) entertainment shopping center and multi-channel strategy, 2) global market entry, and 3) education system.

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A study of investigation and improvement to classification for oriental medicine in search portal web site (검색포털 지식검색에 대한 한의학분류체계 조사 및 개선방안 연구)

  • Kim, Chul
    • Journal of the Korean Institute of Oriental Medical Informatics
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    • v.15 no.1
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    • pp.1-10
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    • 2009
  • In these days everyone search the information easily with the Internet as the rapid distribution and active usage of the Internet. The search engines were developed specially to accuracy of information retrieval. User search the information more quickly and variously with them. The search portal system will be embossed with representation and basic services. The Internet user needs the result of text, image and video, knowledge search. The keyword based search is used generally for getting result of the information retrieval and another method is category based search. This paper investigates the classification of knowledge search structure for oriental medicine in market leader of search portal system by ranking web site. As a result, each classification system is unified and there is a possibility of getting up a many confusion to the user who approaches with classification systematic search method. This treatise proposed the improved oriental medicine classification system of internet information retrieval in knowledge search area. if the service provider amends about the classification system, there will be able to guarantee the compatibility of data. Also the proper access path of the knowledge which seeks is secured to user.

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Analysis of Linux System changes by adoption XFS File System (XFS 파일 시스템 채택에 따른 리눅스 시스템 변화 분석)

  • Sung, Kyung
    • Journal of Digital Contents Society
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    • v.19 no.3
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    • pp.497-503
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    • 2018
  • RHEL 7, the leader in the enterprise Linux market, has dramatically increased the maximum support specification, such as file system size, file size, etc., by changing the default file system from EXT to XFS. It's not just an increase in support specifications, it's working on daemons, and it's showing excellent performance on high-performance disks such as high-capacity disks and solid state drives. Changes in the file system mean changes in direct operating techniques, such as changing related commands, changing backup tools, and changing disk quota settings. The changes to the XFS file system are making a lot of changes to the operation of the Linux system, but we believe that the position of the Linux operating system in the server field will become stronger.

The Comparative study on Game Contents Costing by Single Game Element and Multi Game Elements (다중게임요소와 단일게임요소에 의한 게임콘텐츠 원가산정 방법에 관한 비교연구)

  • Lim, Deuk-Soo;Lee, Kook-Chul;Park, Hyun-Ji
    • Journal of Information Technology Applications and Management
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    • v.15 no.1
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    • pp.67-81
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    • 2008
  • Last decade, IT industry in Korea has been developed greatly. The game industry as an international leader has given good value added to its country. Game industry is one of the speedy improved one and it showed over 20% of growth rate from 2002. Most distressings in Game industry, there are no established costing system in spite that there should be in emerging market. In 2004, Game Contents Costing Model using Mission and Event was developed and also the study of Game Elements weight was done in 2005. The cost of Game Contents can be calculated by GEP and its unit price. The study of Game Contents Sizing Model was done in 2005. The costing of Game Contents by single Game Element which represents software which is one of 3 Game Elements-plan, graphic and software-and it is counted by mission and event. If the software element only can not well represent Game Contents volume, we can include plan and graphic elements for Game Contents costing. And we can say above two methods as a costing model of Game Contents. In this paper, these models were tested empirically and proved as usable.

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An Exploratory Study on the Activation of Fintech Payment through the Relation Analysis among Business Operators (사업자간 관계 분석을 통한 핀테크 결제 활성화 방안 연구)

  • Gil, Jin-Se;Kim, Eun-Jin;Kim, So-Dam;Kim, Hee-Woong
    • The Journal of Information Systems
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    • v.26 no.4
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    • pp.137-161
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    • 2017
  • Purpose In this study, the difficulties were analyzed with the field data from two domestic and interview with industry practitioners. And We presented initiatives with feasibilities to overcome the hurdle for progress of easy-payment. Design/methodology/approach We collected industry data from two domestic credit card companies and analyzed that data to prove 7 proposition in detail. Also We had interview data from industry practitioners who can understand the relationship between stakeholders. For this analysis, we used the causal loop diagram to find activation inhibition and activation elements about easy-payment. Findings The Fintech easy-payment industry has been organically involved in various partners such as customers, merchants, PGs, VANs, credit card issuers, banks, payment providers, terminal manufacturers, etc. and they have been competing against each other to hold leader position in the easy-payment market. Because of the reasons, the easy-payment does not spread out as much as it expects. In this study, the difficulties were analyzed with the field data and interview with industry practitioners and proposed five initiatives with feasibilities to overcome the hurdle for progress of easy-payment. This study helps to understand current situation and issues of Fintech and easy-payment for related research in future.

Reciprocal Effect of the Factors Influencing the Satisfaction of IS Users (정보시스템의 사용자 만족에 영향을 주는 요인의 상호작용효과)

  • Jeong, Gi-Eok;Lee, Dong-Man
    • Asia pacific journal of information systems
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    • v.5 no.2
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    • pp.199-226
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    • 1995
  • This study is an empirical research in order to clarify whether or not the correlation between the satisfaction of users that is the performance measurement factor and the following three:(1) the attitude of users as an individual characteristic, (2) the supports of organization as an organizational characteristic, (3) the routine degree of jobs as an job characteristic, is the same as the previous study results. In addition, another empirical research was done to make clear how organizational supports and routine degree change the attitude and satisfaction of users. This study put a particular emphasis on the moderating effect because the study of this issue has not been done in any previous research. 38 corporations, whose computerization has already been made to some extent and who are listed on the stock exchange market as a leader group, was selected for research, given some hypotheses on the basis of theoretical studies. As results of this empirical study, first, the supports of organization and the routine degree of jobs changed the attitude of users, which was the same as the previous studies. Moreover, the supports of organization, the routine degree of jobs and the attitude of users had an influence on the satisfaction of users. Second, in respect of the correlation between the attitude of users and the satisfaction of users, the routine degree of jobs showed a moderating effect, but the organization supports did not show any moderating effect.

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