• Title/Summary/Keyword: Online Information Services

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Information-Sharing Patterns of A Directed Social Network: The Case of Imhonet

  • Lee, Danielle
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.7-17
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    • 2017
  • Despite various types of online social networks having different topological and functional characteristics, the kinds of online social networks considered in social recommendations are highly restricted. The pervasiveness of social networks has brought scholarly attention to expanding the scope of social recommendations into more diverse and less explored types of online social networks. As a preliminary attempt, this study examined the information-sharing patterns of a new type of online social network - unilateral (directed) network - and assessed the feasibility of the network as a useful information source. Specifically, this study mainly focused on the presence of shared interests in unilateral networks, because the shared information is the inevitable condition for utilizing the networks as a feasible source of personalized recommendations. As the results, we discovered that user pairs with direct and distant links shared significantly more similar information than the other non-connected pairs. Individual users' social properties were also significantly correlated with the degree of their information similarity with social connections. We also found the substitutability of online social networks for the top cohorts anonymously chosen by the collaborative filtering algorithm.

A Study on the Impact of the use of Data Bases on Reference Services (데이터 베이스의 이용이 참고업무에 미치는 영향에 관한 연구 - 전문도서관을 중심으로 -)

  • Cho, Sook-Kie
    • Journal of the Korean Society for information Management
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    • v.2 no.1
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    • pp.70-95
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    • 1985
  • The purpose of the present study is to verify the two hypotheses: (1) Online services are fundamentally automated versions of the reference services. Accordingly there will be a major impact on reference services when Online service is introduced into the traditional library environment. The chief impact will be that the use of data bases retrieval service supplements and improves the traditional reference service when Online service is coordinated with the traditional reference service. and is fully incorporated into the existing user service areas. (2) The availability of data bases retrieval service will make it possible for the first time for the reference services to offer substantial search services of any kind resources limited to the printed sources. In light of such circumstances, libraries would provide better service to their users and greatly increase the productivity of reference librarians. There will be also the recognition that a result of an improved professional image for reference librarians and the library heightens user interest. This change may be translated into increased usage of library services generally. To achieve the purpose, 4 Research Libraries adopted Online retrieval from DIALOG's data bases-searching and reference services available in-house were chosen.

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Factors Influencing Acceptance of Online Social Shopping Site (온라인 Social Shopping 사이트 이용의도에 영향을 미치는 요인에 관한 연구)

  • Kang, You Rie;Park, Cheol
    • Journal of Information Technology Services
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    • v.10 no.1
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    • pp.1-20
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    • 2011
  • The market structure and consumer characteristics are changing dynamically according to internet shopping industry developing based on Web 2.0. But, there is absent typical online service after 'Cyworld.' The social shopping sites based on social networking reflect to present phenomenon that collective intellect, information sharing, participate in making information. The social shopping sites are not limited in particular shopping sites but include all of sites in online. So, consumers can copy various products and display on their own blog provided from social shopping sites and make some purchase reviews and any comments about products can lead transactions among social shopping sites. So, it might be a one of meta-shopping mall like 'Naver.' As the social shopping sites are new form, we just applied to TAM theory to figure out acceptance factors using SEM. The perceived enjoyment affect to usefulness, ease of use and using intension. The perceived ease of use also affect to usefulness and the usefulness affect to using intension positively. But the perceived ease of use was for nothing in using intension. Finally, we provided managerial implications to activate domestic online shopping industry and theoritical meaning using extended TAM.

A Study on the Buyer's Decision Making Models for Introducing Intelligent Online Handmade Services (지능형 온라인 핸드메이드 서비스 도입을 위한 구매자 의사결정모형에 관한 연구)

  • Park, Jong-Won;Yang, Sung-Byung
    • Journal of Intelligence and Information Systems
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    • v.22 no.1
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    • pp.119-138
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    • 2016
  • Since the Industrial Revolution, which made the mass production and mass distribution of standardized goods possible, machine-made (manufactured) products have accounted for the majority of the market. However, in recent years, the phenomenon of purchasing even more expensive handmade products has become a noticeable trend as consumers have started to acknowledge the value of handmade products, such as the craftsman's commitment, belief in their quality and scarcity, and the sense of self-esteem from having them,. Consumer interest in these handmade products has shown explosive growth and has been coupled with the recent development of three-dimensional (3D) printing technologies. Etsy.com is the world's largest online handmade platform. It is no different from any other online platform; it provides an online market where buyers and sellers virtually meet to share information and transact business. However, Etsy.com is different in that shops within this platform only deal with handmade products in a variety of categories, ranging from jewelry to toys. Since its establishment in 2005, despite being limited to handmade products, Etsy.com has enjoyed rapid growth in membership, transaction volume, and revenue. Most recently in April 2015, it raised funds through an initial public offering (IPO) of more than 1.8 billion USD, which demonstrates the huge potential of online handmade platforms. After the success of Etsy.com, various types of online handmade platforms such as Handmade at Amazon, ArtFire, DaWanda, and Craft is ART have emerged and are now competing with each other, at the same time, which has increased the size of the market. According to Deloitte's 2015 holiday survey on which types of gifts the respondents plan to buy during the holiday season, about 16% of U.S. consumers chose "homemade or craft items (e.g., Etsy purchase)," which was the same rate as those for the computer game and shoes categories. This indicates that consumer interests in online handmade platforms will continue to rise in the future. However, this high interest in the market for handmade products and their platforms has not yet led to academic research. Most extant studies have only focused on machine-made products and intelligent services for them. This indicates a lack of studies on handmade products and their intelligent services on virtual platforms. Therefore, this study used signaling theory and prior research on the effects of sellers' characteristics on their performance (e.g., total sales and price premiums) in the buyer-seller relationship to identify the key influencing e-Image factors (e.g., reputation, size, information sharing, and length of relationship). Then, their impacts on the performance of shops within the online handmade platform were empirically examined; the dataset was collected from Etsy.com through the application of web harvesting technology. The results from the structural equation modeling revealed that the reputation, size, and information sharing have significant effects on the total sales, while the reputation and length of relationship influence price premiums. This study extended the online platform research into online handmade platform research by identifying key influencing e-Image factors on within-platform shop's total sales and price premiums based on signaling theory and then performed a statistical investigation. These findings are expected to be a stepping stone for future studies on intelligent online handmade services as well as handmade products themselves. Furthermore, the findings of the study provide online handmade platform operators with practical guidelines on how to implement intelligent online handmade services. They should also help shop managers build their marketing strategies in a more specific and effective manner by suggesting key influencing e-Image factors. The results of this study should contribute to the vitalization of intelligent online handmade services by providing clues on how to maximize within-platform shops' total sales and price premiums.

Factors Influencing the Reuse Intention of Online Shopping Mall : Focusing on Shopping Enjoyment and Concentration (온라인 쇼핑몰의 재이용 의도에 영향을 미치는 요인 : 쇼핑 즐거움과 집중도를 중심으로)

  • Jo, Hyeon;Park, Sangsun;Bae, Yoon-Soo
    • Journal of Information Technology Services
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    • v.12 no.1
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    • pp.201-213
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    • 2013
  • The use of online shopping mall has been increasing rapidly, which reflects the convenience and economic benefits associated with its usage. As with traditional offline businesses, internet businesses have to manage customer relations to provide better services in order to ensure their business sustainability. In this regard, identifying the influencing factors to reuse intention of online shopping mall is very important. In this paper, we aim to examine the effects of perceived and individual variables on intention to reuse in the context of online shopping mall. In order to analyze the antecedents, we selected perceived and individual factors such as shopping enjoyment, concentration, perceived variety and maximizing tendency. For empirical analysis, we surveyed real users of online shopping mall. As a result, all antecedents showed significant influence on intention to reuse except perceived variety and among the variables the concentration has top standardized coefficient. In addition, perceived variety has significant effect on shopping enjoyment but not on concentration. Maximizing tendency is related to shopping enjoyment and concentration significantly. The results of this research can be useful guidelines for online shopping mall providers.

Study on Consumer Problems Related to Use of Online Game Services by Type and Age (온라인게임 서비스 이용 소비자의 연령별.유형별 소비자문제 연구)

  • Choi, Eun-Sill
    • Journal of Family Resource Management and Policy Review
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    • v.10 no.3
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    • pp.23-43
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    • 2006
  • The purpose of this study is to identify the types of consumer problems involving the use of online game services in Korea. This study analyzed the consumer damage cases by age and type that were reported to the Korea Consumer Protection Board (KCPB). The results of this study are as follows: The online game complaints varied by age. In the case of children, most complaints involved phone charging online game fees without parents' consent. There were similarities in the victimization of teens and children according to reason for complaint, handling result and type of damage. However, based on method of charging, mobile phone and credit card payments were causes in the case of teen victimization. Meanwhile, complaints among adults showed more complexity than the previous two groups such as cases relating to online game companies illegally seizing game items and game accounts, and charging fees for unused services caused by identity theft. By type of charging method, most complaints involved phone and mobile phone payments. According to the analysis result of online game victims, the monetary damage of consumers did not differ among socio-demographic variables such as age, residence, gender and occupation but there was difference in the method of charging. In the handling period, differences could be seen by age, year, gender and type of damage.

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On China's Intellectual Property Rights Protection Online

  • Wang, Guo-An;Lim, Yong-Taek
    • International Commerce and Information Review
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    • v.6 no.1
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    • pp.237-247
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    • 2004
  • Online people conduct all kinds of business activities, such as promoting the sales of products and services, reading newspapers, watching TV and movies, and sending business messages by e-mail, by e-voice and by e-fax. Computers with access to the Internet are defined by the United Nations as the fourth media characterized by instantaneousness, openness, limitlessness, boundlessness and globalization. With the development and popularization of the Internet and the advance of the information technology in China, Intellectual Property Rights (IPRs) violations online have frequently occurred in e-business activities. IPRs protection online has posed a great challenge not only for business managers and officials, but also for judges and lawyers because the rapid development of the Internet has created a legal vacuum governed by no laws in IPRs violation and protection online in China.. The paper at first classifies IPRs into several categories, then reveals China's serious problems and challenges of IPRs violations online and stresses the necessity of China's IPRs protection online. Finally it puts forward some suggestions concerning IPRs protection online.

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A Study on the Factors Affecting User Trust and Satisfaction: Focusing on the Online Fashion Curation Services

  • Hohyun Kim;Jongtae Lee
    • Asia pacific journal of information systems
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    • v.33 no.4
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    • pp.1156-1170
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    • 2023
  • Various corporates have launched products and brands to meet the diverse needs of consumers. However, an excess of information and products could be collapsed into a choice paradox far from the intention. As an alternative to these problems, curation-based services have recently been in the limelight and can be adopted into e-commerce sites. As one of the earlier studies on the considerable factors of curation services, this study focuses on the online fashion recommendation system in which design quality, interactivity, and perceived usefulness will affect trust, satisfaction, and continued intention to use. In the result, the design quality factor shows a positive effect on satisfaction, but not on the trust. Also, interactivity doesn't demonstrate a significant positive effect on both the satisfaction and the trust factors far from the previous ones but the perceived usefulness had a positive effect on those. In addition, the personalization does not affect a significant effect on the satisfaction factor but on the trust factor. Subsequently, the trust affects the satisfaction, and the satisfaction on the continued intention to use factor, but trust does not significantly affect the continued intention to use directly.

A Study on the eWOM and Selecting Movie According to Online Media and Replies (온라인 매체와 댓글에 따른 영화 구전의도 및 관람의도에 관한 연구)

  • Yu, Dengsheng;Lim, Gyoo Gun
    • Journal of Information Technology Services
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    • v.14 no.2
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    • pp.177-193
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    • 2015
  • A great number of customers, who want to watch movies usually check out online reviews before choosing what to watch a movie. The most representative online media that customers consult are portal sites and SNS (Social Network Service). Although there have been numerous studies on online eWOM (e-Word of Mouth) and the effects of online media in businesses, it remains a question that which media is best for WOM (Word of Mouth) when selecting movies. This research examines customer's intention for consulting eWOM and for watching movies according to the number and tendency of online replies. We have compared portal sites and SNS about information of movie. The study shows that a large number of positive replies can affect the intention for WOM and choosing movies. Facebook has more influence than portal sites when choosing what to watch when replies consist of large and positive comments. However, there is no difference between the two types of media when they consist of negative comments.

Mapping Emerging Business Models in Massively Multiplayer Online Games (다중이용자 온라인 게임에서 신규 비즈니스 모델의 도식화에 관하여)

  • Joung, Yoon-Ho;Kwon, Hyeog-In
    • Journal of Information Technology Services
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    • v.5 no.3
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    • pp.137-150
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    • 2006
  • The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility. The authors claim that these mappings can enable readers, managers and IT experts, to build new insights onto such Business Models and develop requirements for Information System infrastructure. When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.