• Title/Summary/Keyword: Online service environment

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The Impact of Influential's Betweenness Centrality on the WOM Effect under the Online Social Networking Service Environment (온라인 소셜 네트워크 서비스 환경에서 유력자의 매개 중심성이 구전 효과에 미치는 영향)

  • Park, Ji Hye;Suh, Bomil
    • Journal of Information Technology Applications and Management
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    • v.20 no.2
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    • pp.127-146
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    • 2013
  • The online social networking services (SNS) have been growing as the means of communication. In this study, we investigated word-of-mouth (WOM) effect under the SNS environment and evaluated the impact of message sender's influence on the WOM effect. Especially, this study focused on the betweenness centrality calculated through the social network analysis (SNA) of SNS network information, and proposed it as the measure of WOM message sender's influence, SNA may provide more accurate and objective measures than subjective self-reporting survey method. Fifty-one Facebook users responded to each of their four Facebook friends, who had been selected based on their betweenness centrality, Statistical analyses were performed using the responses and the betweenness centralities of the Facebook friends. The results showed that the direction (positive vs, negative) of a WOM message in SNS had an impact on the attitude of the message receiver toward the product. Moreover, the betweenness centrality of the message sender as well as his/her opinion leadership had a moderating effect on the WOM effect. Opinion leadership is a measure that has been frequently used for indicating the influence of WOM message sender in the previous studies. Considering the result that the betweenness centrality of the message sender was Significantly correlated to his/her opinion leadership, the betweenness centrality can be used for indicating the influence of WOM message sender.

A Case Study on the Success Factors of B2C Reverse Auction Business Model (사례 연구를 통한 B2C 역경매 사업 모델의 성공 요인 분석)

  • Kim, Changhee;Lee, Gyusuk;Kim, Soowook
    • Journal of Information Technology Services
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    • v.15 no.3
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    • pp.247-263
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    • 2016
  • The purpose of the study is to derive success factors of B2C reverse auction business model, a business model contributes to the recent innovative practices in e-commerce and service sector. Electronic reverse auction has been traditionally used to ensure the procurement convenience and purchasing efficiency in B2B or B2G settings, however, e-RA is now expanding its basis toward B2C commerce industry along the huge success of an online e-RA travel service provider Priceline.com. Recently, B2C e-RA business model is getting the spotlight in the Korean venture industry with a variety of startups in diverse areas. However, e-RA does not work perfect in all kinds of trade settings. Therefore, we conducted a multiple case study to find out the success factors of B2C business model as follows : First, large supplier basis is an important factor that constructs a quasi-perfect competition environment. Second, the high online and mobile accessibility or e-readiness of Korean consumers was also a critical aspect of the success of e-RA. Lastly, e-RA performs best when the supplier switching cost is low and the trading occurs infrequently.

Effects of E-servicescape and Positive Emotion on Purchase Intention for Fashion Products (인터넷 패션쇼핑몰의 e-서비스스케이프가 구매의도에 미치는 영향)

  • Lee, Chaeyeon;Park, Eunjoo
    • Korean Journal of Human Ecology
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    • v.22 no.1
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    • pp.157-166
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    • 2013
  • The purpose of this paper is to develop and test a conceptual model of purchase intentions, positive emotion, and e-servicescape that is defined as the online environment factors that exist during service delivery. Survey research method was used to gather data regarding consumers' perceptions of e-servicescape. Surveys were administered to 681 college students who experienced purchasing fashion products on the Internet. The results showed that e-servicescapes perceived by fashion consumers were composed of three dimensions: (1) Aesthetic appeal, (2) Ambient conditions, and (3) Layout & functionality. These dimensions of e-servicescape influenced consumers to lead positive emotions and purchase intentions. Additionally, positive emotions constituted a key variable for the purchase intention of fashion products during online exchange. The study revealed that consumers' interpretations of online environments exerted a powerful influence over positive emotion and purchase intentions. Also, it strongly endorsed the view that the purchase intentions of customers were linked to the extent to which they feel positive emotions by the e-service provider. This study provides insights into how consumers' interpretations of e-servicescape affect their subsequent positive emotions and ultimately their intentions to purchase. The findings of this study also have numerous implications for both services managers and internet developers related to fashion products.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

On Safety Improvement through Process Establishment for SOTIF Application of Autonomous Driving Logistics Robot

  • Choi, Kyoung Lak;Kim, Min Joong;Kim, Young Min
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.209-218
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    • 2022
  • Today, with the development of the Internet and mobile technology, consumers' purchasing patterns have shifted from offline to online. In addition, due to the recent COVID-19, online purchases have significantly increased, and accordingly, the courier industry for logistics delivery has also grown significantly. Various logistics robots are being operated in many industrial and can reduce the labor intensity and physical and mental fatigue of workers. However, if the logistics robot does not properly recognize the people or environment around it, it can lead to a serious accident. We conducted that how logistics robots can perform safe work in a working environment such as a logistics warehouse through the application of ISO/DIS 21448 (SOTIF) to autonomous logistics transport robots. This result is expected to contribute to the operation of unmanned logistics warehouses using AGV.

Development of Online Quantum Chemistry Experiment Environment Based on Computational Science Platform (계산과학플랫폼 기반 온라인 양자화학 실험 환경 개발)

  • Jeon, Inho;On, Noori;Kwon, Yejin;Seo, Jerry H.;Lee, Jongsuk Ruth
    • Journal of Internet Computing and Services
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    • v.21 no.5
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    • pp.97-107
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    • 2020
  • This paper introduces an online experiment environment based on a computational science platform that can be used for various purposes ranging from basic education to quantum chemistry and professional quantum chemistry research. The simulation environment was constructed using a simulation workbench and simulation workflow, which are execution environment services of Science App provided by the computational science platform. We developed an environment in which learners can learn independently without an instructor by selecting experiment topics that can be used in various areas of chemistry, and offering the learning materials of the topics in a form of e-learning content that includes theory and simulation exercises. To verify the superiority of the proposed system, it was compared with WebMO, a state-of-the-art web-based quantum chemistry simulation service.

The Influence of Learning Commitment and Interest by Repetitive Education Activities of Adult Learners on Satisfaction in Online Learning Using Flip Learning Pedagogy (플립러닝을 활용한 온라인 학습에서 중·장년층 학습자의 반복학습에 따른 학습몰입과 흥미가 학습만족도에 미치는 영향)

  • Kang, Tae-Gu;Lim, Gu-Won
    • Journal of Industrial Convergence
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    • v.19 no.3
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    • pp.27-34
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    • 2021
  • In the era of the 4th industrial revolution, the age of artificial intelligence, the development of ICT technology is having various effects on the online and offline educational environment. The universal access of online education changes the educational paradigm and converts it to a learner-centered service. At the time when a new educational environment is required to change, interest in flip learning is increasing. Even adult learner's online learning needs is also shown very high. The purpose of this study was to investigate how repetitive learning activities through flip learning for middle-aged online learners of K-Cyber University has a relationship and structural relationship between the effects of learning immersion and learning interest on learning satisfaction. Through this study, there is significance in research to suggest direction for learning satisfaction based on flip learning. For further studies, if a model of analysis of various factors that can be measured is specified and applied, it can be used as a research background that can maximize learning satisfaction based on flip learning.

The Analysis regarding Inducing and Hindering Factors of Online Fashion Product Browsing

  • Lee, Su-Jin;Lee, Jin-Hwa
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.67-80
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    • 2022
  • In this study, I analyzed the inducing and hindering factors of online shopping malls on browsers in the process of browsing fashion products in online shopping malls. In-depth interviews were conducted by presenting browsing-related questions to women in their 20s and 50s who are interested in browsing fashion products online. Based on the answers of the interviewees, using grounded theory, we analyzed and presented six factors such as price factor, promotion factor, purchase review factor, visual information factor, product information factor, and service factor. Based on inducing and hindering factors to browsing analyzed in this study, a strategy to design a browsing environment in terms of shopping malls was suggested, which will be helpful for practical strategies and marketing in related industries. Basic data will be presented in a thesis on a new type of shopping mall browsing environment related to the rapidly developing information and communication technology. In addition, the negative emotions experienced in relation to the detrimental factors of shopping malls in the browsing process are expected to be helpful in researching fashion product browsing related to consumer psychology.

The Study on the Enhanced User Authentication using the Combination of Individual Attribute (개인속성 정보의 결합을 통한 강화된 인증방안에 대한 연구)

  • Kim, Tae Kyung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.2
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    • pp.83-89
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    • 2014
  • An increasing number of children are now using the Internet. They are starting at a younger age, using a variety of devices and spending more time online. It becomes an important problem to protect the children in online environment. The Internet can be a major channel for their education, creativity and self-expression. However, it also carries a spectrum of risks to which children are more vulnerable than adults. In order to solve these problems, we suggested a binding model of user attributes for enhanced user authentication. We also studied the requirements and prerequisites of a binding model of user attributes. In this paper we described the architecture of binding model of user attributes and showed the effectiveness of the suggested model using simulation. This model can be utilized to enhanced user authentication and service authorization.

The e-Commerce Regulation and System Structure in China (중국 전자상거래 제도구축에 관한 연구)

  • Lee, Byeong-Ryul;Kim, Jong-Chill
    • International Commerce and Information Review
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    • v.7 no.3
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    • pp.231-246
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    • 2005
  • Concerning the regulation of Internet service and the control of electronic commerce in China, It has not specific regulation and various rules or measures to enforce it yet. The common regulatory measures are that online business in some special areas must acquire a license or approval from relative agencies in advance. But whether licensing is an effect regulatory measure still takes time to verify. Accordingly these measures must be unified or coordinated to be enforced effectively. In order to encourage the development of E-Commerce, China will need to focus on developing rules that take advantage of the internet to encourage the economy, and establishing new legal rules or amending the traditional law to create a safe and secure legal environment for online transactions.

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