• Title/Summary/Keyword: Online systems

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A Study on the Effects of the Online Community Flow : Mediating Satisfaction and Community Trust (온라인 커뮤니티 몰입에 미치는 영향 연구 : 만족과 커뮤니티 신뢰를 매개로)

  • Mun, Young-Ju;Lee, Jong-Ho
    • The Journal of Information Systems
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    • v.16 no.1
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    • pp.23-45
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    • 2007
  • Today, most companies are building up and using online communities on their websites. But there are few studies on forming and operating online communities. This study shows the influence of social presence on these factors like usefulness, ease of use, playfulness, satisfaction community trust, and its ultimate contribution to community flow. An Empirical results suggest as follows. (1) social presence has stronger effect on usefulness, ease of use, playfulness, (2) usefulness and playfulness has a positive influence on satisfaction, (3) ease of use doesn't have a significant impact on flow, (4) satisfaction is positively influences on community trust and flow, (5) community trust influences on flow. It is necessary to succeed with next studies following this one about online community in spite of its limitation. Finally, we present contribution and propose future research directions.

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Customer Service Evaluation based on Online Text Analytics: Sentiment Analysis and Structural Topic Modeling

  • Park, KyungBae;Ha, Sung Ho
    • The Journal of Information Systems
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    • v.26 no.4
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    • pp.327-353
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    • 2017
  • Purpose Social media such as social network services, online forums, and customer reviews have produced a plethora amount of information online. Yet, the information deluge has created both opportunities and challenges at the same time. This research particularly focuses on the challenges in order to discover and track the service defects over time derived by mining publicly available online customer reviews. Design/methodology/approach Synthesizing the streams of research from text analytics, we apply two stages of methods of sentiment analysis and structural topic model incorporating meta-information buried in review texts into the topics. Findings As a result, our study reveals that the research framework effectively leverages textual information to detect, prioritize, and categorize service defects by considering the moving trend over time. Our approach also highlights several implications theoretically and practically of how methods in computational linguistics can offer enriched insights by leveraging the online medium.

Intelligent Online Control for Nonlinear Mechanical Systems with Random Friction Effect (확률마찰특성을 갖는 비선형 기계시스템을 위한 지능형 온라인 제어시스템)

  • Cho, Hyun-Cheol;Lee, Kwon-Soon
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.56 no.12
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    • pp.2226-2232
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    • 2007
  • This paper presents online neural control approach for nonlinear mechanical systems with random friction nature. We construct neural auxiliary control to compensate a control error in online for overcoming friction effect which reduces control performance in real-time implementation. Friction dynamics is estimated by using online least square(LS) method, which is utilized for online learning of the neural network. We accomplish computer simulation for evaluating the proposed control approach comparing offline control method to demonstrate its superiority.

Distributed Server Configuration Scheme for Internet Online Game (인터넷 온라인 게임을 위한 서버의 분산구성 기법)

  • Lee, Nam-Jae;Seo, Duck-Won;Kwak, Hoon-Sung
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.31-36
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    • 2001
  • Generally, the internet online game systems are divided into two parts, clients and servers. The clients provide a connection with game server to each user and communicate between them. And, the server controls all clients by the game rules fairly and manages database systems to maintain the user information. In this paper, we propose a configuration method for internet online game servers using distributed scheme. To apply this method, we divide game server into three sub-level parts again. First part of game server is login server to establish the connection between communication server and clients. Second part is communication server to connect between clients and main game server during playing the game. And last part is DBMS that performs database independently. Our proposed scheme suggests that the game server operates very stable because of decreasing of processing load by distributed scheme. So, our proposed server configuration applies to similar online game easily.

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Causal model analysis between quantity and quality for deriving ranking model of Online reviews (온라인리뷰의 랭킹모델링을 위한 양과 질의 인과모형 분석)

  • Lee, Changyong;Kim, Keunhyung
    • The Journal of Information Systems
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    • v.28 no.1
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    • pp.1-16
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    • 2019
  • Purpose The purpose of this study is to analyze causal relationship between quantity and quality for deriving ranking model of Online reviews. Thus, we propose implications for deriving the ranking model for retrieving Online reviews more effectively. Design/methodology/approach We collected Online review from Tripadvisor web sites which might be a kind of world-famous tourism web sites. We transformed the natural text reviews to quantified data which consists of quantified positive opinions, quantified negative opinions, quantified modification opinions, reviews lengths and grade scores by using opinion mining technologies in R package. We executed corelation and regression analysis about the data. Findings According to the empirical analysis result, this study confirmed that the review length influenced positive opinion, negative opinion and modification opinion. We also confirmed that negative opinion and modification opinion influenced the grade score.

Gender Differences in Online Shopping Behavior

  • Park, Joo-Young;Lee, Byung-Tae
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.382-387
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    • 2007
  • Since the emergence of Internet service, the revenue from e-commerce has been exponentially growing. Especially, the consumption by men in online retailers is distinctively different from that in traditional bricks-and-mortar retailers. Facing these interesting phenomena, researchers as well as businesses have begun to pay attention to e-commerce and online consumers. However, research on consumer behaviors in the online channel has not made a careful investigation into gender behavioral differences in the online channel. Therefore, we provide a profound understanding of gender differences in online shopping behavior compared to those in offline shopping behaviors. Through our findings from this research, we draw researchers' attention to consumer behavior in the online channel, gender differences in online shopping. Also, we suggest practical implications to online marketers using data collected from one of the major online retailers.

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The Directions for the Development of Korean Online Mediation System for e-Commerce Dispute Resolution (전자상거래 분쟁해결을 위한 우리나라 온라인 조정제도의 발전방향)

  • Kim, Sun-Kwang;Hong, Sung-Kyu
    • International Commerce and Information Review
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    • v.6 no.2
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    • pp.43-62
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    • 2004
  • The present study reviewed the meanings of mediation and the roles of mediators, and examined the necessities of online mediation system, prerequisites for the settlement of the system, foreign cases of promoting online mediation and the current state of online mediation in Korea. It also identified problems in the mediation system in Korea and, based on the analysis of problems, discussed directions for the development of Korean mediation system in broad perspective. Directions for the development of Korean online mediation system suggested in this study can be summarized as follows. Firstly, the government must make an unsparing investment in order to activate online mediation system in Korea. Secondly, from the aspect of online mediation procedure, it is necessary to introduce online mediation system in combination with online seal system or certification marks. Thirdly, the judicial circle must take an amicable attitude toward ADR system and, furthermore, it is necessary for the court to be active in introducing various ADR systems. Fourthly, it is necessary to establish an integrated mediation system for the efficiency of mediation and cost saving. Fifthly, mediators must be provided with systematic and exhaustive periodical retraining programs. Lastly, it is necessary to help people to recognize that mediation system is a better service than other forms of dispute resolution procedure and particularly to enhance users' confidence in online mediation through advertising its advantages and safety. Moreover, in order to make e-commerce-related online dispute resolution available to everybody, it is necessary to overcome language barriers by establishing perfect service systems including automatic translation system in the governmental dimension.

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Personalize the Brick'n Mortar

  • Kim, Chan-Young;Melski, Adam;Caus, Thorsten;Christmann, Stefan;Thoroe, Lars;Schumann, Matthias
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.1088-1095
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    • 2008
  • The outpaced growth of online channel sales over the traditional retail sales is a result from superior shopping convenience that online stores offer to their customers. One major source of online shopping convenience is a personalized store that reduces customer's shopping time. personalization of an online store is accomplished by using various in-store shopping behavior data that the Internet and Web Technology provides. Brick-and-mortar retailers have not been able to make this type of data available for their stores until now. However, RFID technology has now opened a new possibility to personalization of traditional retail stores. In this paper, we propose BRIMPS (BRIck-and-Mortar Personalization System) as a system that brick-and-mortar retailers may use to personalize their business and become more competitive against online retailers.

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Optimal Strategy of Hybrid Marketing Channel in Electronic Commerce (전자상거래하에서의 하이브리드 마케팅 채널의 믹스 전략에 관한 연구)

  • Chun, Se-Hak;Kim, Jae-Cheol
    • Asia pacific journal of information systems
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    • v.17 no.2
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    • pp.83-95
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    • 2007
  • We are motivated by how offline and online firms compete. The Internet made many conventional offline firms build a dynamic online business as another sales channel using their advantages such as brand equity, an existing customer base with comprehensive purchasing data, integrated marketing, economies of scale, and longtime experience with the logistics of order fulfillment and customer service. Even though the hybrid selling using both offline and online channel seems to have advantages over a pure online retailer, all the conventional offline firms are not seen to create an online business. Many conventional offline firms began to launch online business since the Internet era, however, just being online business is not likely to guarantee success. According to Bizate.com's report whether the hybrid channel strategy is successful is still under investigation. For example, consider the classic case of Barnes and Noble versus Amazon.com, Barnes and Noble was already the largest chain of bookstores in the U,S., when Amazon.com was established in 1995, BarnesandNoble.com followed suit in 1997, After suffering losses in its initial years, Amazon finally turned profitable in 2003. In 2004, Amazon's net income was $588 million on revenues of $6.92 billion, while Barnes and Noble earned $143 million on revenues of $4.87 billion, which included BarnesandNoble.com's loss of $21 million on revenues of $420 million. While these examples serve to motivate our thinking, it does not explain when offline firms should venture online. It also does not provide an analytical framework that can generalized to other competitive online-offline situations. We attempt to do this in this paper and analyze a hybrid channel model where a conventional offline firm competes against online firms using its own direct online channels. We are particularly interested in an optimal channel strategy when a conventional offline firm sells its products through its own direct online channel to compete with other rival online firms. We consider two situations where its direct online channel and other online firms are symmetric and asymmetric in the brand effect. The analysis of this paper presents several findings. In the symmetric model where a hybrid firm's online channel is not differentiated from a pure online firm, (i) a conventional offline firm will not launch its online business. In the asymmetric model where a hybrid firm's online channel is differentiated from a pure online firm, (ii) a conventional offline firm can launch its online business if its brand effect is greater than a certain threshold. (iii) there is a positive relationship between its brand effect and online customer costs showing that a conventional offline firm needs more brand effect in order to launch online business as online customer costs decrease. (iv) there is a negative relationship between its brand effect and the number of customers with access to the Internet showing that a conventional offline firm tends to launch its online business when customers with access to the Internet increases.

The Influence of Appropriation and on Performance in Online Game: Focusing on MMORPG (온라임 게임의 전유가 게임 성과에 미치는 영향 : 대규모 다중사용자 온라인 역할수행게임을 중심으로)

  • Lee, Woong-Kyu;Kwon, Jeong-Il
    • Asia pacific journal of information systems
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    • v.16 no.4
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    • pp.103-119
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    • 2006
  • One of the most important reasons for using online game is intrinsic motivation which relates the drive to perform a behavior for perceptions of pleasure and satisfaction from the behavior itself. Therefore, most studies for using online game have been based on theories for intrinsic motivation such as flow. However, such theories have some limitations for explaining social aspects of online games such as Massively Multiplayer Online Role Game (MMORPG), which provides a society for game players by using a virtual space for playing games so called 'persistent world'. Adaptive structuration theory (AST) is one of trying to capture the change of using IT due to social interactions between users and system. In order to explain online game players' behavior considering social interaction, we suggest a research model based on AST. Our model aims to investigate the relationship between appropriation which is determined by faithfulness of appropriation (FOA) and consensus on appropriation (COA) and performance which is represented by the relationship among perceived winning, flow, and intention of reuse. An empirical test of our model for 125 MMORPG users which is analyzed by Partial Least Square method shows very satisfactory and interesting results. While hypotheses suggested in our model are supported, the influence of COA on game performance is shown to be stronger than that of FOA.