• Title/Summary/Keyword: Marketing System

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A Study on Legal and Regulatory Improvement of Telemedicine Service (원격의료 서비스의 규제개선에 관한 연구)

  • Kwon, Jun Cheol;Choi, Yong Jeon;Jung, Yong Gyu
    • Journal of Service Research and Studies
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    • v.4 no.1
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    • pp.83-93
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    • 2014
  • Telemedicine is performed at a place far away from medical practice with physicians and patients by the means of communication appropriately. It will be identified in general the remote medical service to deliver the medical information and also defined as any action by interactive information communication technology. Medical services can be said to be fused as television, communication, computer, engineering of various technologies of information and communication applications. If doctors can not be reached due to distances away from the patient, Information technologies could be used to get medical information and to give expert advice provided by the system remotely. And it could be used patient care as well as medical administration, medical education, professional advice and consulting. In this paper, we take a look at the legal requirements of telemedicine for improving regulatory in the current law to investigate the matter.

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A Study on the Strategy of Financial Services through the Internet (인터넷을 활용한 금융서비스 전략 방안에 관한 연구)

  • 이준엽
    • Journal of the Korea Society of Computer and Information
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    • v.4 no.3
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    • pp.107-113
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    • 1999
  • Banking and financial areas are facing on social upheavals by a rapidly advanced Open Network such as Internet, and the crest of a digital boom in the economic side for the 21th century. Electronic banking services has been remarkably changed from the Closed Network into the Open Network which is motivated by the low-cost internet services. This Open Network leads clients to choose banks that offer the best services and goods on the basis of the internet market. Therefore, capability of coping with clients' needs will be rising as one of the main strategies for competitive internet banking system in the near future. For this reason this thesis focuses on issues for banking services that internet influences, internet banking strategy of a developed bank, and expanding services and goods marketing through the internet.

Brand Positioning of IT Governance System -Focused on Case study of Spin-off Venture- (IT 거버넌스시스템의 브랜드 포지셔닝 전략 -스핀오프벤처기업의 사례를 중심으로-)

  • Chun, Myung-Hwan
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.5
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    • pp.110-119
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    • 2007
  • In an extended enterprise, there is a shift to shared services, cosourcing and outsourcing, and extending out to partners, suppliers, and customers to accomplish business objectives more effectively. Along with this critical need, executives should be aware of the need to focus on optimizing the value of their information technology and reducing the related risks. So IT governance is critical, and many companies including spin-off venture are providing IT governance solution, but very little is known about brand management and marketing strategy of IT governance solution provider. The purpose of this study is to investigate brand positioning of IT governance solution company focusing on spin-off venture. The results of this study are summarized as follows. First, brand management is needed in the spin-off venture. second, IT governance solution companies including spin-off venture must provide something more than functional value. That is, they actively seek to emotional or symbolic value for their customers.

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A Study on the Tensile Deformation Characteristics of Knits and Appearance Using 3D Digital Virtual Clothing Systems (니트소재의 인장변형 특성과 3D 디지털 클로딩 시스템에 의한 외관표현에 관한 연구)

  • Choi, Kyoung-Me;Kim, Jong-Jun
    • Journal of Fashion Business
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    • v.16 no.2
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    • pp.151-162
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    • 2012
  • The industry-wide development of digital technologies has also affected the textile and fashion industries immensely. The applications of 3D technology, virtual reality, and/or augmented reality systems have helped to create novel fashion brands based on the marriage of IT and textile/fashion industries. 3D digital virtual clothing systems have been developed to help the textile and fashion industries in terms of the planning, manufacturing, marketing and sales sectors. So far, most of the development effort for the 3d virtual clothing systems has been focused on the woven fabrics. The characteristics of woven fabrics differ from those of knitted fabric. Since the physical structures and mechanical properties of the knitted fabrics are definitely different from those of woven fabrics, the simulation process for the knitted fabrics should follow different approaches. The loops in a knitted fabric deform easily. The deformation results in a readily stretchable fabric appearance. Cloth simulation mostly employs models that approximate the mechanical properties of linear elastic planes. This simulation scheme does not, however, describe well enough the behavior of knitted fabrics, which deviate largely from the linear isotropic material characteristics. This study aims at characterizing the tensile deformation and surface textures of a knitted fabric product. Tensile deformation curves for the wale, course, and bias direction are analyzed. The surface texture of the knitted fabric is analyzed by using a 3-dimensional scanning device.

Mobile Application and Service Discovery Protocol for Device-to-Device Communication (기기 간 직접통신을 위한 모바일 어플리케이션 및 서비스 디스커버리 프로토콜)

  • Choi, Kae Won;Lee, Hyun;Chang, Sung Cheol
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38A no.10
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    • pp.908-917
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    • 2013
  • In this paper, we propose a discovery protocol for finding nearby mobile applications and services in a device-to-device communications system. The device-to-device communication technology enables proximity-based services such as mobile social networks and mobile marketing. For realizing these proximity-based services, it is essential to design a discovery protocol which pinpoints the devices with mobile applications of interest among hundreds and thousands of devices in proximity. In the infrastructure-less networks such as ad hoc networks, we can design the discovery protocol that periodically broadcasts a short discovery code containing the compressed information of the mobile applications. In this paper, we design the discovery protocol with the discovery code generated by using a hash function and a Bloom filter. We also mathematically analyze the performance of the proposed protocol.

Analysis and Design of Smart-phone App. for O2O Restaurant Service (O2O 음식점 서비스 개발을 위한 스마트폰 앱의 분석/설계)

  • Cho, Byung-Ho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.10 no.2
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    • pp.125-132
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    • 2017
  • O2O service contribute to sales increment by marketing of offline store using online. In particular, O2O business allowed various services by smart-phone due to rapid increase of mobile device use and various services depend on customer's location. This O2O service play major roll in real purchase making of offline store. In smart-phone apps. development for O2O service, recent an Object-oriented Analysis and Design Method, that is, UML is more useful method than Structured Analysis and Design Method. Therefore in this paper, Software analysis and design method which is smart-pone app. for O2O restaurant service is presented. Also it shows that this analysis/design method is very useful for the Restaurant O2O Commercial System production.

Product Value Evaluation Models based on Itemset Association Chain (상품군 연관망 기반의 상품가치 평가모형)

  • Chang, Yong-Sik
    • Journal of Intelligence and Information Systems
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    • v.16 no.2
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    • pp.1-17
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    • 2010
  • Association rules among product items by association analysis suggest sales effect among products. These are useful for marketing strategies such as cross-selling and product display etc. However, if we evaluate more practical product values reflecting cross-selling effects, they will be also more useful for the decisions of companies such as product item selection for product assortment and profit maximization etc. This study proposes product value evaluation models with the concept of effective value based on single-item association chain and itemset association chain. In addition to that, we performed experiments with transaction data related to clothing of an online shopping mall in Korea to show the performances of our models. In result, we confirmed that some items increased in effective values compared with their pure values while the others decreased in effective values.

A Study on Architectural Type and Design Characteristics of Floating Architecture (플로팅건축의 유형 및 디자인 특성에 관한 연구)

  • Pak, Sung-Sine
    • Journal of Navigation and Port Research
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    • v.35 no.5
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    • pp.407-414
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    • 2011
  • Floating architecture is the most effective way to accommodate itself to sea-level rise due to climate change. At the same time floating architecture is the best model to offer the new spatial experience through water-friendly environment. Domestic floating architecture is still on the early stage compared to Europe which has several companies specialized in designing and building floating architecture. Floating architecture is divided into 8 types according to its criteria such as program, form, scale, level, location, access, mobility and energy. The following are design characteristics of floating architecture : (1) composed of 2 stories, (2) having large deck, (3) designing rectangular plan and balanced mass, (4) maximizing view, (5) having water-friendly space, (6) multi-using space and minimizing surface, (7) planning section to control light reflecting from the water, (8) modular and unit system.

A Comparison Analysis of Chinese and Japanese Tourists' Motivation Factors in Jeju-do(province) : A Structural Equation Model (제주지역 내 중국 및 일본 관광객의 선택속성의 차이분석 : 구조방정식 이용)

  • Kim, Min-Cheol;Boo, Chang-San;Kim, Young-Hoon
    • Journal of the Korean association of regional geographers
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    • v.14 no.2
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    • pp.126-140
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    • 2008
  • The purpose of this study was to compare the motivation factors between two groups: Chinese and Japanese tourists in Jeju-do. Also, this study offered an integrated approach to attempts to extend the theoretical and empirical research evidence on causal relationships of each group among motivation factors, perceived value, satisfaction, and intention to revisit and finally, the result of path analysis was compared. The results indicated that Chinese tourists' perceived value was positively affected by tourists' convenience(i.e. reservation system and tour guide) and their cultural experience had an influence on tourists' satisfaction significantly. On the other hand, Japanese tourists' satisfaction was positively affected by tourists' convenience and their perceived value significantly influenced on tourists' intention to revisit. The findings of this study can be used as a marketing strategy for each tourist group.

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A Study on Business model of through Second life (세컨드 라이프(Second Life)를 통한 문화콘텐츠 비즈니스 모델연구)

  • Choi, Eunyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.431-435
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    • 2008
  • Thanks to the development of internet, on-line market expands exponentially and corresponding solid business models are drawn attentions. Most of on-line trading items are limited with selling game related items however, Linden Lab made its turning point by introducing cyber reality game to shape the cyber life with creating his own Avatar in 2003. After 2003, Second life has grown sharply that over 12 million users around the world. While former games are progressed within fixed scenario, the concept of avatars who live his or her own lives at the cyber space that successfully differentiate from former online game. Further, cyber money, Linden Dollar can be used to buy real estate, cloth, shoes just like at real economy system. Not only for using corporate marketing, various areas of activities; promotion of public sector, politics, education are also functioned at the cyber life. In Korea, Korean version of Second life was introduced at the end of 2007 that draws attentions from the users. In this study, I examine various business models of cyber through Second life and suggest feasible culture-contents applying models.

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