• 제목/요약/키워드: Online Information Service

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Critical Factors Affecting Consumer Acceptance of Online Health Communication: An Application of Service Quality Models

  • Lee, Jung Wan
    • The Journal of Asian Finance, Economics and Business
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    • 제4권3호
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    • pp.85-94
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    • 2017
  • The paper examines critical factors affecting consumer behavioral intentions in accepting online health communication through social networking sites. Unlike recent research under this topic, the paper assimilates some components of service quality dimensions and consumer behavior theories. The paper employs factor analysis and structural equation modelling analysis with latent variables to identify critical factors from the survey data collected from Korean consumers. The results of the study identifies three major constructs: consumer needs for health information, the perceived value of tangible attributes of health information providers, and the perceived value of intangible attributes of health information providers. The results show that consumer needs for health information and the tangible and intangible attributes of health information providers should be considered as important antecedents of accepting online health communication through social networking sites. The findings suggest that the success of online health communication via social networking sites largely depends on the tangible and intangible attributes of health information providers.

온라인 교육 서비스의 재구매 의도에 영향을 미치는 요인 분석 : 사회자본과 서비스품질을 중심으로 (Determinants of Successful Online Education Services : Focusing on Social Capital and Service Quality)

  • 김건아;윤혜정;이중정
    • Journal of Information Technology Applications and Management
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    • 제17권2호
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    • pp.155-173
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    • 2010
  • Although online education service markets are growing fast, previous studies have been limited to the studies on media types or system qualities of online education. In order to provide timely implications for online education service providers to maintain and increase the number of users, other factors such as interactivity and community perspectives should be considered. In this study, social capital and service quality were adopted as antecedents of learning motivation. Also, service quality dimensions, as well as learning motivation, were chosen to examine its impact on intention to repurchase of online education services. Research findings show that structural and cognitive dimensions of social capital are proved as antecedents of relational capital; structural and relational social capital positively influence on learning motivation; tangibility positively makes impact on learning motivation; and intention to repurchase is positively influenced by responsiveness and learning motivation. Practical implications based on the research findings are presented.

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몽골인들의 인터넷 라이프스타일에 따른 패션쇼핑성향과 인터넷 쇼핑몰 서비스 지각 (Clothing Shopping Orientation and Service Perception of Online Mall according to Mongolian's Internet Lifestyle)

  • ;김용숙
    • 복식
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    • 제60권10호
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    • pp.146-162
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    • 2010
  • The purposes were to identify clothing shopping orientation and service perception of online shopping mall according to Mongolian's internet lifestyle. A questionnaire developed by researchers was used and 310 Mongolian in 20's were the subjects. Survey was done during Jan. and Feb. 2010. Most Mongolian used internet at home or office and had used internet less than one year. Half of Mongolian visited online shopping mall less than 5 times during last year. Most Mongolian did not buy any fashion items at online mall but had higher intention to shop at online mall. Factors of Mongolian's internet lifestyle were information search, shopping pursuit, and utilizing ability and segmented into internet heavy users and light users. Factors of fashion shopping orientation were individuality & brands, fashion, diversity, economy, pleasure, and efficiency and factors of online shopping mall service were order & delivery and products. Internet heavy users were found more frequently among married men with high income, experienced online shopping more, showed higher fashion shopping orientation, and pursued online shopping mall service more. Internet light users were among unmarried women with low income, not experienced online shopping, showed lower fashion shopping orientation, and pursued online shopping mall service less.

온라인에서 주민등록번호 대체수단 기반의 본인확인서비스의 개선 방안 연구 (A Study on Improvement of Personal Identity Proofing Service(PIPS) Based on Alternative Methods of Resident Registration Number)

  • 김종배
    • 디지털산업정보학회논문지
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    • 제15권2호
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    • pp.29-42
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    • 2019
  • As online services become more and more popular due to the development of IT, non-face-to-face transactions are continuously increasing rather than face-to-face transactions. The personal identity proofing service(PIPS) based on the alternative method of the resident registration number is used for the purpose of confirming the identity of the other party on the Internet. However, in the case of the current PIPS, the personal information of the PIPS user is excessively provided to the online service provider. As a result, privacy problems of online users, shortage of choice of information providing options, and lack of differentiation of authentication methods are becoming problems. Therefore, this paper proposes a method to improve the PIPS based on the current resident registration number alternative method and to provide a method to differentiate the provision of excessive personal information. In the proposed method, we analyze trends and current status of overseas online PIPS in order to provide a method of providing differentiation of personal information and proposes an effective improvement method applicable to domestic.

O2O(Online to Offline) 서비스 디자인을 활용한 반디앤루니스 서점에 대한 사례연구 (A Case Study of Bandi&Luni's Bookstore Using an Online to Offline(O2O) Service Design)

  • 이상식
    • 한국산업정보학회논문지
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    • 제22권1호
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    • pp.117-126
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    • 2017
  • 본 연구는 온 오프라인의 경쟁이 치열한 출판물 유통환경에서 차별화된 서비스 개념으로 운영되고 있는 반디앤루니스 센텀시티점에 대한 사례 연구이다. 반디앤루니스는 국내에 14개의 오프라인 서점과 온라인 서점을 갖고 있는 대형서점 중 하나이다. 본 연구의 목적은 반디앤루니스의 O2O 서비스와 서비스 디자인에 대한 독특한 시례와 관행을 통해서 시사점을 제공하는데 있다. 반디앤루니스의 역사, 서비스 컨셉, 가치, 성과 등을 다양한 매체를 활용해 찾고, O2O서비스와 서비스 디자인에 대한 기존 연구들을 살펴 보았다. 즐거운 고객 경험을 제공하기 위해서는 고객의 관점에서 서비스를 디자인해야 하며, 고객이 오랫동안 머물 수 있도록 고객의 라이프 스타일을 고려한 다양한 서비스를 제공할 수 있어야 한다. 빅데이터, 사물인터넷, 인공지능(AI)의 시대에 온 오프라인의 경계를 허물고 고객 경험을 향상시킬 수 있는 서비스를 제공하기 위해서는 정보 통신기술을 활용한 서비스 디자인 혁신이 필요할 것이다.

고객구매활동 기반의 e-CRM 전략 (e-CRM Strategy based on Customer Purchasing Activity)

  • 강현석;서영호
    • 품질경영학회지
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    • 제28권3호
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    • pp.133-144
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    • 2000
  • Many organizations have developed their own information systems not only for internal efficiency but also for effectiveness of external customer services. One of the most effective service tools for their customers is the use of information technology. The web technology is rapidly becoming one of the most effective tools for online customer services. In order to gain competitive edge, organizations must have effective web site planning methods for their customer service. A study on traditional information systems planning methodologies has been conducted and they are compared with web site planning techniques. Cases of web sites in order to Improve customer relationship are analyzed. finally, a new conceptual framework for web site planning strategy for e-CRM is proposed in this paper. In order to support effective web site planning, online customer contact points and online service activities are defined and classified as several stages. And, web site strategies corresponding to each customer service activities are developed and proposed, With this framework, organizations can build competitive web strategies for improving their online customer relationships, thereby increasing customer satisfaction.

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온라인게임을 위한 무 정지 업데이트 기법의 연구 (A Study of Non-Disruptive Update Scheme for Online Game)

  • 강상용;한정현
    • 한국멀티미디어학회논문지
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    • 제17권11호
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    • pp.1307-1312
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    • 2014
  • Online games are virtual space where it connects individual users through network connection to offer enjoyment of play games and game developer who service online games have to develop new contents and provide them to users to extend life of their service. Typically, in order to update new contents, all service companies have maintenance schedule to stop the game service for a while to update both server and client applications. Usually this process takes quite amount of time and users do not have any other choice but disconnected from server and wait until it is over. The purpose of this thesis is to describe the advantages of new design system which will allows users to continue to play the game even during the update. The main focus of this design is to make users feel more convenience in online gaming experience by move client from previous server to new server while users are still playing. If they can to connect current client with new server without any certificate validation process while users information from the client can automatically pass through to the new server, users may not need to experience maintenance for new contents update.

Brand Fandom Dynamic Analysis Framework based on Customer Data in Online Communities

  • Yu Cheng;Sangwoo Park;Inseop Lee;Changryong Kim;Sanghun Sul
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권8호
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    • pp.2222-2240
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    • 2023
  • Brand fandom refers to a collection of consumers with strong emotions toward a brand. Studying the dynamics of brand fandom can help brands understand which services or strategies influence their consumers to become a part of brand fandom. However, existing literature on fandom in the last three decades has mainly used qualitative methods, and there is still a lack of research on fandom using quantitative methods. Specifically, previous studies lack a framework for locating fandoms from online textual data and analyzing their dynamics. This study proposes a framework for exploring brand fandom dynamics based on online textual data. This framework consists of four phases based on the design thinking model: Preparing Data, Defining Fandom Categories, Generating Fandom Dynamics, and Analyzing Fandom Dynamics. This framework uses techniques such as social network analysis and process mining, combined with brand personality theory. We demonstrate the applicability of this framework using case studies of two Korean home appliance brands. The dataset contains 14,593 posts by consumers in 374 online communities. The results show that the proposed framework can analyze brand fandom dynamics using textual customer data. Our study contributes to the interdisciplinary research at the intersection of data-driven service design and consumer culture quantification.

온라인 서점의 서비스 품질 요인에 따른 소비자 중요도 및 만족도 분석 : IPA 분석을 중심으로 (A Study on the Consumer's Importance and Satisfaction by Service Quality Factors in Online Bookstores : Focused on IPA Analysis)

  • 이명성;김한성
    • 한국IT서비스학회지
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    • 제20권3호
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    • pp.103-118
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    • 2021
  • With the advancement of technology, the market size of online bookstores is constantly increasing in Korea. Despite the importance of the quality of services provided by online bookstores as many customers use online bookstores, many existing studies have approached only from a linear perspective that satisfying service quality factors will lead to customer satisfaction. In addition, the service quality of online bookstores has only been addressed in general and universal service situations, such as SERVQUAL and e-SERVQUAL and WebQual, or online situations. This study was conducted to consider the specificity of online bookstores and to establish specific strategies for improving service quality. In this study, we present six higher dimensions of service quality for online bookstores and 25 lower dimensions to measure it, and we confirm strategic direction for service quality elements through IPA analysis. As a result of the analysis, a total of 12 factors were included in the first quadrant, which required maintenance of service quality due to the high importance and satisfaction perceived by customers. Next, the importance of customers is high, but their satisfaction is low, so the second quadrant that should be improved first had a total of two factors. Third, the third quadrant was an area where customers perceived low importance and satisfaction, and a total of nine factors were involved. Finally, the fourth quadrant was an area where the customer was satisfied but perceived low importance, with a total of two factors. The results of this study can be used as basic data for strategic use of online service quality factors.

온라인 간편결제 서비스 사용 활성화에 대한 연구 (A Study on the Facilitating Usage of Online Simple Payment Service)

  • 연다인;문동지;김희웅
    • 한국정보시스템학회지:정보시스템연구
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    • 제27권4호
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    • pp.203-227
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    • 2018
  • Purpose The purpose of this study is to investigate which decision factors continue to use the service based on the online simple payment service. In this study, we will examine how to activate the service from the continuing factors through the dual-model theory consisting of personal dedication and constraint dedication which are frequently used in relation marketing. Design/methodology/approach In this study, we investigated the activation of online simple settlement service using factors affecting the preference of the simple payment service based on the dual-model of dedication-based mechanism and constraint-based mechanism. Findings This study confirmed that customer satisfaction and convenience under the dedication -based mechanism were found to be linked to the preference of the simple payment service. Switching cost under the constraint - based mechanism showed that the customer had no binding ability to continue using the service of the current provider. Likewise, preference was found to have a direct effect on the actual frequency of use of the simple payment service, the number of uses compared to the total number of online payments, and willingness to use more.