• Title/Summary/Keyword: Online To Offline Platform

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A Comparative Analysis of Live Broadcasting between Korea and China (한·중 인터넷 라이브 방송 앱 사용현황 비교연구)

  • Zhou, Jing-yi;Moon, Yong-eun
    • The Journal of Information Systems
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    • v.29 no.1
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    • pp.113-136
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    • 2020
  • Purpose In recent years, "Internet + " is a new social form. Has already brought the vitality of social and economic entities. The rapid development of Internet globalization, promote the development of an emerging network interaction, "Live broadcast". Viewers from all over the world can watch various types of live programs by connecting to the Internet. Viewers and live broadcasters can generate instant and efficient interactions. Design Many companies have taken advantage of the advantages of the live broadcast platform. Use live broadcasts for brand marketing activities. Branding compared to offline, online advertising is cheaper, Spread more quickly, get feedback from consumers more realistic. Merchants are also aware that this type of interaction creates a closer connection between consumers and businesses. This article will deduce a unique research model through lots of prior studies. Establish independent variables from two aspects of live software features and consumer features, and from the seven hypotheses derived, summarize how to make consumers more loyal to the same brand. The audience of Korean and Chinese live broadcast software is also growing. In order compare the differences between the consumer groups in Korea and China, this article uses the same research model, analysis of consumers in Korea and China. Findings Finally based on the results of the study. Proposal for rationalization of companies that use Korean-Chinese live broadcast platforms for brand marketing.

Product Recommendation Using Survey And Skin Type (피부 상태 문진을 활용한 개인화 맞춤형 화장품 추천에 관한 연구)

  • Park, Hakgwon;Lim, Young-Hwan;Lin, Bin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.435-439
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    • 2022
  • Many of the industry was changed because of the pandemic of covid 19. It combined with the tendency of modern people to pursue convenience. The industry of Cosmetics also changed business channel from offline to online. Before, people can not get suggestions after they complete the survey. This paper research how to suggest some cosmetics products with their skin type and skin data. We will develop Beauty Concierge system that can get suggestion after the survey. It's will make people attend activity and can make more benefit to the people.

Preparatory Research prior to the Development of Consumer-Tailored 3D Printing Service Platform (소비자 맞춤형 삼차원 프린팅 서비스 플랫폼 개발을 위한 탐색)

  • Lee, Guk-Hee;Choi, Hye-Kyong
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.3-16
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    • 2017
  • With the development and proliferation of three-dimensional(3D) printers, consumers in modern society can now print products of what they want three-dimensionally at home. However, consumers themselves would have to produce digital design maps that are compatible with 3D printers and to set up the optimum printing quality and temperature, as well as to pay for maintenance and repair of 3D printers and to respond to any possible lawsuits related to intellectual property right about designs in order to make possible consumer-tailored manufacturing through 3D printing. However, in reality, since it is very difficult for consumers to respond to these issues, it is necessary to develop services that perform 3D printing on behalf of consumers in the desired direction. Motivated by this objective, this study investigated user experiences on Shapeways(www.shapeways.com), which is a global online 3D printing product and sales companies, from many viewpoints in order to obtain insight into 3D printing services and modes which were preferred by consumers. The study result showed that quantitative evaluations on usability, search process, price adequacy, re-visit intention, diversity of design, and satisfaction of design was scored low overall. Furthermore, this study acquired insight about consumer-tailored 3D printing services through constructive suggestions on multi-language support, openness of manufacturing process, simultaneous operation of online and offline sites, design-oriented consumer-tailored manufacturing service, services that ensure delivery safety and product durability, and surface finishing services. This study is expected to provide a wide range of opinions not only on 3D printing service platform development but also on related industry and research.

Policy Implications from Development of Cultural Content Distribution through Digitalization - Focused on Game Industry - (디지털화에 따른 문화콘텐츠유통의 발전과 정책적 시사점 -게임산업을 중심으로 -)

  • Lee, Byung-Min
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.33-44
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    • 2006
  • This article examines cultural content distribution system, particularly of game industry based on the development of digital technology. In this period of convergence and fusion, some phenomenon leads the cultural content distribution system change like value transfer from platform to content. In relation to it, especially in the game industry, three types of distribution is categorized by the industrial structure (offline, online, mobile game) through the case studies and it is expected to be evolve into a base for development of distribution integration model in the future. In conclusion, the article suggest the policy subject for the promotion of cultural content that hold so much competitiveness for long-lasting development by the improvement of distribution structure, blowing off the conflict between companies and publishers, and global business, etc.

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A Study on the Current Status and Development Direction of Diversity Policy in the Film Industry (영화산업 다양성 정책 현황 및 발전 방향에 관한 연구)

  • Kim, Seonah
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.247-260
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    • 2022
  • In the Korean film industry, 'diversity film' was used interchangeably with 'low-budget film' and 'independent/art film'. As the concept of film is transformed into a multi-platform era that expands online and offline, the discussion of media diversity has become important in the film industry as well. At the same time, the movement to expand the inclusion and diversity of minorities in the film industry is also evident. Recently, the global film industry is developing by accepting inclusive film policies based on research and policies from a gender-perspective on female narratives and creatives. This study suggests policy directions to redefine the concept of diversity in the Korean film industry and to expand inclusiveness and diversity for minorities based on previous studies and discussions on the diversity of various dimensions surrounding the film industry.

Understanding of Metaverse Platform Ecosystem: Focusing on the Theory of Double Lines and Five Elements (메타버스 플랫폼 생태계의 이해: 양선오요소(兩線五要素) 이론을 중심으로)

  • Lee, Seoyoun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.15-35
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    • 2022
  • With the development of virtual and augmented reality technologies, the metaverse, a digital world that provides an immersive feeling like the real world, is overgrowing. Many IT companies such as Naver, Facebook (Meta), and NVIDIA are developing innovative technologies and launching the Metaverse platform and related products on the market. However, even though it is a new business in which many global big tech companies are aggressively investing, the results are not yet precise compared to the market expectations, and the rate of increase in the number of users is gradually slowing down. This can be attributed to the lack of consideration and understanding about how to grow the metaverse ecosystem and operate & harmonize various users/components from the time the metaverse platform was designed. In order to propose a better solution to these problems, this study adopts the yin-yang and five elements theory, which was created to understand the operation logic and logic of the human world for thousands of years. This research would like to propose a theory of double lines-five elements by defining two essential spaces of the metaverse platform, online and offline, and five essential elements constituting the metaverse platform. This study intends to provide a theoretical lens on how to design and operate a platform through the double lines and five elements theory and the concept of coexistence and polarity between the five elements.

A Study on the Narratives of Single Person Experience based on Visual Transference: Focusing on the Isolated Factors of COVID-19 (시각적 전이에 기초한 1인 경험 내러티브에 관한 연구: COVID-19의 고립 요인을 중심으로)

  • Lee, You-Jin
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.519-528
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    • 2022
  • The purpose of the study was to further investigate the direction for one-person experience design based on visual shift due to the isolation one has experienced after the COVID-19 and the factors regarding it. The study involves eight female participants who are in their twenties via digital platform. The participants were instructed to choose digital image similar to COVID-19 and to write down facts based upon the image and the researcher will look into the result microscopically. The researchers found that the isolation factors include decreased face-to-face communication, reliance on social media, heavy usage of OTT platform, limited outdoor occasion and activity, limitation of untact technology and education program, fear over the pandemic and so on. The study has shown that the one-person experience design should be heading in a direction where it adopts space design that can crossover online and offline world, digital complex design to embody realness as well as the communication design to regain the relationships with others.

A Case Study: Design and Develop e-Learning Content for Korean Local Government Officials in the Pandemic

  • Park, Eunhye;Park, Sehyeon;Ryu, JaeYoul
    • International Journal of Contents
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    • v.18 no.2
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    • pp.47-57
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    • 2022
  • e-Learning content can be defined as digital content to achieve educational goals. Since it is an educational material that can be distributed in offline, online, and mobile environments, it is important to create content that meets the learner's education environment and educational goals. In particular, if the learner is a public official, the vision, philosophy, and characteristics of each local government must reflect. As non-face-to-face online education expands further due to the COVID-19 pandemic, local governments that have relied on onsite education in the past urgently require developing strong basic competency education and special task competency content that reflect regional characteristics. Such e-learning content, however, hardly exists and the ability to independently develop them is also insufficient. In this circumstance, this case study describes the process of self-production of e-learning content suitable for Busan's characteristics by the Human Resource Development (HRD) Institute of Busan City, a local government. The field of instructional design and instructional technology is always evolving and growing by blending technological innovation into instructional platform design and adapting to the changes in society. Busan HRD Institute (BHI), therefore, tried to implement blended learning by developing content that reflected the recent trend of micro-learning in e-learning through a detailed analysis. For this, an e-learning content developer with certain requirements was selected and contracted, and the process of developing content through a collaboration between the client and developer was described in this study according to the ADDIE model of Instructional Systems Development (ISD).

A Study on Fashion Item Purchase Decision-Making Process of ZEPETO and Roblox of MZ Generation - Focused on Self-expression - (MZ세대의 제페토와 로블록스 패션 아이템 구매의사결정과정에 관한 연구 - 자아 표현을 중심으로 -)

  • Lee, Seowon;Kim, Nayoon;Jeon, Dabeen;Han, Yealim;Shin, Eunjung
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.418-430
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    • 2022
  • This study aims to analyze consumers' purchase decision-making process of buying avatar fashion items on the Metaverse platform. Drawing on the connection between the self-expression tendency of the MZ generation and that of avatars in the Metaverse, this study uses a qualitative research method to analyze how consumers express their self-image through the appearance of their avatars. Unlike previous studies on the clothing purchase decision-making process, this study shows that purchasing and consumption behavior involve the following six stages: recognizing desire, collecting information, evaluating alternatives, making purchases, evaluating the consumption, and post-purchase action-taking. In the first stage of the purchase decision-making process, consumers' desire arises with self-image expression and confirmation. In the second stage, consumers have a high tendency to shop in the best item category. In the alternative evaluation stage, consumers tend to seek items that match their highest standard while considering their personal preferences. In the fourth stage, when making actual purchases, unplanned purchase behavior often occurs along with an active practice of alternative evaluation. In the fifth stage, the evaluation of the consumption shows that consumers achieve satisfaction by applying a style to their avatars that they are unable to try in the real world. In the last stage, consumers often use their purchases to communicate their various styles with other online consumers. Therefore, we conclude that the online purchase decision-making process differs from the offline process as it is divided into six stages.

Utilization of Mobile New Media based on Video Curation (동영상 큐레이션 기반 모바일 뉴미디어의 활용)

  • Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.6 no.2
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    • pp.51-56
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    • 2020
  • In this paper, we developed a mobile new media solution that enables e-commerce shopping mall operators, band operators, and YouTube creators to create synergies in online and offline promotion by posting related video contents on the media in addition to their own videos. By providing videos in the field of the platform without directly searching for them, it is possible to provide users with a new type of marketing means that can promote their platform while providing interest and information. Prospective creators at home and abroad who produce video can upload their own video in addition to YouTube and afreeca TV, such as the open market for video, and use independent and free charging systems to manage independent customer relationship management(CRM), self-branding, and content management. It will be possible to utilize mobile-based new media equipped with a system.