• 제목/요약/키워드: Online & Mobile Platform

검색결과 101건 처리시간 0.027초

D2C(Direct-to-Consumer) 기반 루이비통 모바일 앱에 나타난 뉴 럭셔리(New Luxury) 특성 (Characteristics of New Luxury in Louis Vuitton's D2C-Based Mobile Application)

  • 김미경;임은혁
    • 한국의류학회지
    • /
    • 제45권5호
    • /
    • pp.741-757
    • /
    • 2021
  • In addition to direct sales to consumers, the direct-to-consumers (D2C) strategy, which provides specialized experiences and services, communicates closely with a consumer's perspective. This tendency is related to the recent trend wherein the luxury fashion system is being transformed into a new luxury. Therefore, this study analyzes the development of online D2C platforms and investigates the characteristics of new luxury from the functional, symbolic, and experiential dimension perspectives based on mobile apps, which is becoming increasingly important among online D2C platforms. Based on the study results, the premium of new luxury fashion displayed in Louis Vuitton's mobile D2C platform in terms of product utility and functionality is newly defined as a usable luxury experience. Moreover, from the heritage perspective, based on the cultural sympathy of the brand contents, we determine that an attachment can be formed between new luxury fashion consumers and brands. Additionally, the personalization service and experiential content on the D2C platform can directly afford emotional and bonding induced brand immersion in a playful way.

국내 온라인 게임 산업 생태계 분석 : 개발사-퍼블리셔 관계를 중심으로 (Analyzing the Ecosystem of the Domestic Online Game Industry : Focusing on the Linkage between Developers and Publishers)

  • 전훈;이학연
    • 대한산업공학회지
    • /
    • 제42권2호
    • /
    • pp.138-150
    • /
    • 2016
  • This study aims to analyze the structure and characteristics of the domestic online game industry using network analysis. In particular, two-mode network analysis is employed to measure the network structure, centrality, and cluster for two types of online game platforms, online games and mobile games, from 1996 to 2014. We also conduct a dynamic analysis to capture the structural changes in the ecosystem by internal and external environmental changes before and after turning point for each online game platform. It is revealed that the online game econsystem has the higher number of clusters and higher concentration ratio than those of mobile game ecosystem. In dynamic analysis, both platforms exhibit similar trends over time with the increasing number of clusters, enlargement of largest cluster's size, and decreasing concentration ratio. This study is expected to provide fruitful implications for strategic decision making of online game companies and policy making for the online game industry.

Game Design of Online Sutda using 3-Tier Structure

  • An, Syungog;An, Sung-Ho;Jung, Jinyoung;Kim, Soo-Kyun
    • 한국컴퓨터정보학회논문지
    • /
    • 제20권9호
    • /
    • pp.55-60
    • /
    • 2015
  • This paper introduces a program structure that minimizes the client's business logic by reducing the client's specifications as a way of minimizing the limitations of online game platforms. The objective of this thesis is to design an online game that is based on a 3-tier client/server structure, and thus using this 3-tier structure to ultimately create an online Sutda game that anyone can enjoy. The progression of newly released games is highly based on the mobile market and the number of online games being launched is decreasing. As the mobile game market grows, more and more multi-platform games are being developed and target platforms within online games are greatly diversifying. Through these situations, this thesis minimizes the client's business logic through a 3-tier structure of application-middleware-database, and also proposes an online game client/server that allows three or more users to participate simultaneously through the server.

전자상거래 플랫폼을 활용한 인도네시아 수출확대방안에 관한 연구 (A Study on the Strategies for Expanding Exports of Indonesia utilizing E-commerce Platform)

  • 최장우;박재한
    • 통상정보연구
    • /
    • 제19권1호
    • /
    • pp.99-126
    • /
    • 2017
  • 인도네시아는 지속적인 경제성장, 중산층 성장, 인터넷(SNS포함) 사용자 증가, 모바일 브로드밴드 서비스 접근성 확대 등으로 전자상거래 시장이 크게 발전하고 있다. 특히, 스마트폰 기기의 보급 확대로 모바일과 SNS를 통한 소비자들의 온라인 쇼핑이 급증하고 있다. 본 연구는 인도네시아 전자상거래 시장특징, 문제점, 진출사례 및 시사점 등을 상세하게 분석하여 전자상거래 플랫폼을 통한 한국 중소기업의 인도네시아 수출확대방안을 제시했다. 본 연구는 국내외 연구기관, 무역지원기관, 현지 진출 전자상거래업체 등으로부터 입수한 자료를 심층 분석하여 전략을 도출하였다. 인도네시아에 대한 수출확대를 위해서는 오프라인 시장을 직접 공략하기 보다는 기 구축된 온라인 플랫폼을 통해 간접 진출하는 것이 효과적일 수 있다. 현지 소비자들의 기호를 충족시키고 독창적인 제품을 개발하여 온라인 플랫폼에 입점한다면 효과적으로 시장을 공략할 수 있다. 인도네시아 전자상거래 플랫폼을 활용한 수출확대방안으로는 현지 온라인 판매유통망 구축, 물류배송 및 결제시스템 구축, 무슬림시장 공략을 위한 할랄 인증 취득, 철저한 시장조사를 통한 현지화 시장진출전략 수립, 한류 마케팅전략의 적극적 실행, 제품차별화 및 시장세분화 전략 수립, SNS 모바일 마케팅 전개 등이다.

  • PDF

Analysis of Correlation between Real-time Sales Ranking and Information Provided by Mobile Movie Platform: Focus on Non-descriptive Information in Google Play Store's Best-selling Movies

  • Nam, Sangzo
    • 한국정보기술학회 영문논문지
    • /
    • 제9권2호
    • /
    • pp.41-54
    • /
    • 2019
  • The cinema circuit is facing a digital, network, and mobile age, which expands non-theater accessibility to movies. Application platforms are situated as the most competitive business model that provide digital content such as games, music, books, and movies. Consumers can acquire content-related information not just offline, but online as well. Therefore, item information provided by application platforms is required. The information provided by application platforms consists of richly descriptive information such as storyline summary, consumer reviews, and related articles, while non-descriptive normative information covers data such as sales ranking, release date, genre, rental or purchase cost, domestic/foreign classification, consumer rating, number of consumer ratings, film rating, and so on. In this study, we surveyed and analyzed statistically the correlation between real-time sales ranking and other comparable non-descriptive information.

Evaluation of Mobile Application in User's Perspective: Case of P2P Lending Apps in FinTech Industry

  • Lee, Sangmin
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제11권2호
    • /
    • pp.1105-1117
    • /
    • 2017
  • Financial technology, also known as FinTech, is one of the fast growing global businesses in since its inception in 2008. Fintech is a new economic industry, comprised of companies that adopted the latest technologies to provide more efficient financial services than the traditional financial services. Fintech companies are generally small to medium sized startups trying to disintermediate existing financial systems. FinTech companies can be differentiated in several areas, based on its business solutions and target customers. In Korea, the Peer-to-Peer (P2P) lending companies are the most prominent in the FinTech sector. P2P lending is a method of borrowing or lending money to individuals through online services without the use of an official financial institution as an intermediary. The P2P lending companies operate their services entirely online or mobile environment. Consequently, mobile P2P lending application users are dramatically increasing. Thus, it is worth evaluating the acceptance of the mobile apps of the P2P lending companies from a user's perspective. This paper discusses user acceptance of the mobile P2P lending apps, guided by the Technology Acceptance Model. We conclude that the users' acceptance of mobile P2P lending apps are significantly influenced by perceived ease of use, perceived usefulness, and user satisfaction. These in turn influenced their attitude towards using mobile P2P lending apps and intention to use.

An Evaluative Analysis of 'U-KNOU Campus' System and its Mobile Platform

  • Seol, Jinah
    • 인터넷정보학회논문지
    • /
    • 제20권5호
    • /
    • pp.79-86
    • /
    • 2019
  • This paper is an overview of key elements of Korea National Open University's smart mobile learning system, and an attempt to evaluate its main services relative to the FRAME model and the Mobile Learning Development Model for distance learning in higher education. KNOU improved its system architecture to one based on xMOOC e-learning content delivery while also upgrading its PC-based online/mobile learning services to facilitate an easier and more convenient access to lectures and for better interactivity. From the users' viewpoint, the upgraded 'U-KNOU Campus' allows for a more integrated search capability coupled with better course recommendations and a customized notification service. Using the new system, the students can access not only the school- and peer-issued messages via online bulletin boards but also share information and pose questions to others including to the school faculty/officials and system administrators. Additionally, a new mobile payment method has been incorporated into the system so that the students can select and pay for additional courses from anywhere. In spite of these advances, the issue of device usability and content development remain; specifically U-KNOU Campus needs to improve its instructor-learner and learner-to-learner interactivity and mobile evaluation interface.

메타버스 환경에 적합한 게임 플랫폼과 디바이스 몰입요소 분석 - 한·중·일 인기게임 비교를 통해서 - (A Study on the Analysis and Device Immersion of Game Platforms Optimized for Metabus Environment - Comparison of popular games in Korea, China, and Japan -)

  • 임상국
    • 한국멀티미디어학회논문지
    • /
    • 제25권6호
    • /
    • pp.852-865
    • /
    • 2022
  • During the COVID-19 pandemic, games played an important role in people's lives. Numerous online users flocked to the game platform, and brand companies started using online games to promote their products. Medical institutions have also implemented policies for healthy physical activity through online games. In order to attract more global game users, research on immersion in games is also very important to prevent users from leaving the platform. Therefore, it is necessary to analyze the common immersion elements of popular games by country and study them from the perspective of changing devices. In this paper, representative popular games of Korea, China, and Japan, which are recently called the dark horse of the game industry, are classified by devices of mobile, online PCs, and VR games and analyzed using immersion analysis tools proposed by researcher. Next, the representative metaverse games of the Web 3.0 era were analyzed, and their characteristics were compared with the results of the immersion analysis between Korea, China, and Japan, and proposed as game immersion elements suitable for metabus games.

한국과 미국 간 모바일 앱 리뷰의 감성과 토픽 차이에 관한 탐색적 비교 분석 (An Exploratory Study on Mobile App Review through Comparative Analysis between South Korea and U.S.)

  • 조혁준;강주영;정대용
    • 한국IT서비스학회지
    • /
    • 제15권2호
    • /
    • pp.169-184
    • /
    • 2016
  • Smartphone use is rapidly spreading due to the advantage of being able to connect to the Internet anytime, anywhere--and mobile app development is developing accordingly. The characteristic of the mobile app market is the ability to launch one's app into foreign markets with ease as long as the platform is the same. However, a large amount of prior research asserts that consumers behave differently depending on their culture and, from this perspective, various studies comparing the differences between consumer behaviors in different countries exist. Accordingly, this research, which uses online product reviews (OPRs) in order to analyze the cultural differences in consumer behavior comparatively by nationality, proposes to compare the U.S. and South Korea by selecting ten apps which were released in both countries in order to perform a sentimental analysis on the basis of star ratings and, based on those ratings, to interpret the sentiments in reviews. This research was carried out to determine whether, on the basis of ratings analysis, analysis of review contents for sentiment differences, analysis of LDA topic modeling, and co-occurrence analysis, actual differences in online reviews in South Korea and the U.S. exist due to cultural differences. The results confirm that the sentiments of reviews for both countries appear to be more negative than those of star ratings. Furthermore, while no great differences in high-raking review topics between the U.S. and South Korea were revealed through topic modeling and co-occurrence analyses, numerous differences in sentiment appeared-confirming that Koreans evaluated the mobile apps' specialized functions, while Americans evaluated the mobile apps in their entirety. This research reveals that differences in sentiments regarding mobile app reviews due to cultural differences between Koreans and Americans can be seen through sentiment analysis and topic modeling, and, through co-occurrence analysis, that they were able to examine trends in review-writing for each country.

A Study on the Experiential Response of Short-Form Video Users

  • Lim, Dong Kyun
    • International journal of advanced smart convergence
    • /
    • 제10권4호
    • /
    • pp.273-277
    • /
    • 2021
  • As society gradually enters a virtual, non-face-to-face society, the use of online content is increasing as well. In particular, as smartphones are thoroughly established in our daily life, the platforms of webtoons, mobile broadcasting, and education are shifting from personal computers to smartphones. Recently, the development of the Over-The-Top media service (OTT service) enabled streaming services of various media contents through the internet and activation of IPTV. Therefore, the rapid increase of popularity of short-form content is a natural phenomenon with smartphone platforms with fast, improvised, and endless communication. Lately, TikTok became the favored platform with prosumers, defined as people who are both producers and consumers. In this study, I studied the experiential response of YouTube and TikTok users as representative examples of a short-form content platform developed after the 2000s, the flourishing years of digital content with a length of 30 seconds.