• Title/Summary/Keyword: Online Graduate School

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The Effects of the Delivery Service Quality of Online Fresh Food Shopping Malls on E-Satisfaction and Repurchase Intention of Online Customers

  • Shin, Jong-Kook;Lee, Sang-Youn
    • East Asian Journal of Business Economics (EAJBE)
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    • v.6 no.2
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    • pp.14-27
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    • 2018
  • Purpose - The purpose of this study is to analyze the effect of 'delivery service quality' of online fresh food shopping malls on 'e-satisfaction' and 'repurchase intention' of online customers. Research design, data, and methodology - To demonstrate the relationship between the delivery service quality of online fresh food shopping mall and the e-customer satisfaction and repurchase intention, the research model was designed with 5 sub-factors (promptness, accuracy, economy, safety, information) based on the contents of previous studies. The data collection is conducted with sampling survey. The participants are customers who have visited, purchased and received their orders within the last 6 months in online fresh food shopping malls. This study analyzed collected data, then confirmed and finalized the hypothesis by using IBM SPSS Statistics 21.0 statistical program. Results - Hypothesis 1: The service quality of online fresh food shopping mall will have a statistically significant effect on online customers' e-customer satisfaction. Hypothesis 2: The service quality of online fresh food shopping mall will affect the repurchase intention of online customers. Hypothesis 3: The e-customer satisfaction of online fresh food shopping mall will have a statistically significant effect on repurchase intention. Among the 5 sub-factors (promptness, accuracy, economy, safety, information) of delivery service quality, three factors such as promptness, accuracy, and safety have stronger influence on e-satisfaction and repurchase intention of online customers. Conclusions - This study has proven the feasibility and viability of the hypotheses that 1) The excellent delivery service quality of an online fresh food shopping mall primarily affects e-customer satisfaction; and that 2) Ecustomer satisfaction will secondarily serve to improve repurchase intention.

A Customer Value Theory Approach to the Engagement with a Brand: The Case of KakaoTalk Plus in Korea

  • So-Hyun Lee;ji-eun Lee;Hee-Woong Kim
    • Asia pacific journal of information systems
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    • v.28 no.1
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    • pp.36-60
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    • 2018
  • As an increasing number of people gained access to social network services (SNS), organizations started to use SNS as a channel for marketing and promotional purposes. The online advertising market has significant growth potential. Brand engagement is a key motive for online advertising, but how SNS users engage with brands, particularly in terms of the promotion of organizations, is poorly understood. This study uses customer value theory to examine brand engagement of users in terms of promoting companies in the context of Korean SNS marketing. This study identifies the antecedents of brand engagement based on customer value theory. Our findings show the significance of three factors of SNS marketing, namely, price discount, relationship support, and convenience, on brand engagement. We further show the consequences of brand engagement, namely, purchase decisions and word-of-mouth activities. These findings help advance customer value theory and offer practical insights into the use of information systems and marketing in the context of SNS.

Case study: Grigon Entertainment's success and failure

  • Yoo, Byung-Joon;Kim, Kwan-Soo;Lee, Joon-Hwan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.4 no.4
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    • pp.71-88
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    • 2009
  • The Korean online gaming industry has seen rapid growth since the boom of information technology (IT) related industries, especially Internet and PC-bang or local area network (LAN) use, throughout the country. Online games are real-time games in which two or more players meet, compete, and cooperate in the same game space using the same communication network. Even though the growth rates of IT-related industries have recently slowed, the growth of the online gaming industry has increased, and Korean firms are expanding their businesses to countries all over the world. However, the online gaming industry is becoming an oligopoly, in which 4-5 leading companies occupy most online gaming markets. This situation presents a disadvantage to the Korean online gaming industry, since online players usually seek a diversity of online gaming contents and high quality online game services. Therefore, small- and medium-sized game developers must survive in this market by upgrading the quality of their online gaming services in an effort to provide differentiated goods and services in monopolistic competition markets. However, most venture companies in the online game industry, whether new or previously existing, are not able to obtain adequate financing. The objective of this paper is to examine the management environment for medium- and small-sized game developers in the Korean online gaming industry. By introducing the case of Grigon Entertainment, we try to identify the source of difficulty obtaining external financing for Korean venture firms in the online gaming industry.

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A study on the identity theft detection model in MMORPGs (MMORPG 게임 내 계정도용 탐지 모델에 관한 연구)

  • Kim, Hana;Kwak, Byung Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.3
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    • pp.627-637
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    • 2015
  • As game item trading becomes more popular with the rapid growth of online game market, the market for trading game items by cash has increased up to KRW 1.6 trillion. Thanks to this active market, it has been easy to turn these items and game money into real money. As a result, some malicious users have often attempted to steal other players' rare and valuable game items by using their account. Therefore, this study proposes a detection model through analysis on these account thieves' behavior in the Massive Multiuser Online Role Playing Game(MMORPG). In case of online game identity theft, the thieves engage in economic activities only with a goal of stealing game items and game money. In this pattern are found particular sequences such as item production, item sales and acquisition of game money. Based on this pattern, this study proposes a detection model. This detection model-based classification revealed 86 percent of accuracy. In addition, trading patterns when online game identity was stolen were analyzed in this study.

User Behavior Analysis for Online Game Bot Detection (온라인 게임 봇 탐지를 위한 사용자 행위 분석)

  • Kang, Ah-Reum;Woo, Ji-young;Park, Ju-yong;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.2
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    • pp.225-238
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    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. In this paper, we propose a framework for user behavior analysis for bot detection in online games. Specifically, we focus on party play that reflects the social activities of gamers: In a Massively Multi-user Online Role Playing Game (MMORPG), party play log includes a distinguished information that can classify game users under normal-user and abnormal-user. That is because the bot users' main activities target on the acquisition of cyber assets. Through a statistical analysis of user behaviors in game activity logs, we establish the threshold levels of the activities that allow us to identify game bots. Also, we build a knowledge base of detection rules based on this statistical analysis. We apply these rule reasoner to the sixth most popular online game in the world. As a result, we can detect game bot users with a high accuracy rate of 95.92%.

Online Tourism Review : Three Phases for Successful Destination Relationships

  • Koo, Chulmo;Shin, Seunghun;Hlee, Sunyoung;Moon, Daeseop;Chung, Namho
    • Asia pacific journal of information systems
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    • v.25 no.4
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    • pp.746-762
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    • 2015
  • This study developed a conceptual model that integrated psychological and physical reactions resulting from online tourism reviews through a longitudinal trust-satisfaction model (LSTM) developed based on the extended valence framework and expectation-confirmation theory. Online reviews are essential factor of consumer's purchase decision. This phenomenon is well applied in a tourism context. However, investigations on online reviews in a longitudinal approach in a tourism context are quite limited. Therefore, this study suggests a conceptual model based on LTSM and several propositions about how online tourism reviews, which are divided into factual and experiential reviews, influence the future travelers' perceptions and attitudes, such as expectation, confirmation, and destination loyalty, in a longitudinal format by examining previous related studies. Finally, expected results were discussed and several implications were described theoretically and practically.

Quality Evaluation of Online Health Information Related to Young Child (영유아 온라인 건강정보의 질 평가)

  • Son, Hyun-Mi;Je, Minji;Sohn, Young-Sil
    • Child Health Nursing Research
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    • v.24 no.1
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    • pp.91-100
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    • 2018
  • Purpose: This study was to evaluate the quality of online health information related to infants and preschoolers accessible through mobile applications and websites. Methods: Using combinations of the terms 'infant', 'preschooler', and 'health' as the main keyword or categories, the researchers searched relevant mobile applications and websites in Korean application markets and popular search engines. Twelve mobile application and 14 websites were finally selected according to our inclusion criteria and evaluated using DISCERN instrument. Results: The overall quality score of online health information available through mobile applications was 2.00 of 5 points, the reliability score was 2.15, and the quality score was 1.76. The overall quality score of online health information available through websites was 2.29, the reliability score was 2.40, and the quality score was 1.82. Conclusion: The quality of online health information related to young children was found to be low and to have potentially significant drawbacks according to DISCERN criteria. Therefore, it is necessary to establish a system to evaluate and regulate the quality of online health information. Additionally, factors that readers can use to judge the quality of health information, such as references and the benefit versus risks of the information, should be provided.

Ideation Methodology of Startup Using Netnography Analysis on Online Community (온라인 커뮤니티의 네트노그라피 분석을 통한 창업 아이디어 도출 통합모델 제안)

  • Oh, Seunghee;Park, Sanghyeok;Park, Soonhwa
    • Journal of Information Technology Applications and Management
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    • v.28 no.3
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    • pp.1-21
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    • 2021
  • Recently, the importance of entrepreneurship based on innovative ideas is being emphasized. Most startup companies misunderstand that a good solution is a good idea, so they try to start a business by choosing an idea that prioritizes solutions, products, and technology rather than problem-first. However, to be a successful startup, it is essential to focus on the quality of the problems your customers are trying to solve. The online community is a place where many people exchange their thoughts and communicate with each other through a network, and communities about consumption, a concern of modern people, are developing. Against this background, this study proposed an integrated methodology that combines big data and netnography analysis so that entrepreneurs can use online community data to derive customer-centered startup ideas. The integrated methodology was verified based on the actual start-up case, who derived a startup idea based on the data of domestic cloth diapers online cafe. The case company found customer problems based on online community data and used it to develop startup items and new products. The integrated methodology for deriving entrepreneurial ideas in this study is expected to be an important guideline that explains in detail the consumer-centered idea derivation process.

The Effect of Visual Information Processing of Online Product Display on Consumers' Attention (온라인 사이트 상품 배치에 따른 시각정보처리가 소비자 주의에 미치는 영향)

  • Lee, Juhyun;Lee, Dong-Il
    • The Korean Journal of Franchise Management
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    • v.6 no.2
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    • pp.17-30
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    • 2015
  • Companies display the product information to the consumers in their online presences. As importance of online marketing activities are growing, most of the franchisers also uses the product images on their online sites to provide the vivid visual information of their merchandises. But the previous researches do not provide the rigorous understanding on the nature of how the consumers process the visual information. In this study, we explore the theoretical backgrounds of the visual information processing and set up the research proposition on the orders and directions of the online visitors' attentions. The visit data from experimental online shop for 81 days was analysed with repeated measure ANOVA. We found that the nature of visual information processing in the online environment is different from that of the ordinary text process. At the end of this study, implication and the limitations of the research were discussed.

Development of Online Speller using Non-contact Blink Detection Glasses (비접촉 눈 깜박임 측정 안경형 디바이스를 이용한 실시간 스펠러의 구현)

  • Lee, Jeong Su;Lee, Hong Ji;Lee, Won Kyu;Lim, Yong Gyu;Park, Kwang Suk
    • Journal of Biomedical Engineering Research
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    • v.36 no.6
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    • pp.283-290
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    • 2015
  • We proposed blink based online speller for the locked-in syndrome (LIS) patients, paralyzed in nearly all voluntary muscles expect for the eyes, with a simple and easy-to-use eye blink detection glasses. Electrooculogram (EOG) is the golden standard method of eye movement or blink measurement with Ag/AgCl electrodes. However, this method has several drawbacks such as skin irritation and dehydration of conductive gel. To resolve the shortcomings, we used a blink detection system based on a transparent capacitively coupled electrode, which is conductive indium tin oxide (ITO) films. The films make it possible to measure eye blink without direct skin contact and obstruction of field of view. We finally developed user-friendly blink based online speller with the blink detection system. To classify voluntary and non-voluntary blink, we used the double blink for command of the speller. The online speller experiment result with six healthy subjects shows that mean accuracy is 98.96% and letter per minute (LPM) is 4.73, which are better result by comparison with conventional P300 or auditory brain-computer interface (BCI) paradigm. The result of the experiment demonstrates the possibility of applying the proposed system as a communication method for the LIS patients.