• Title/Summary/Keyword: Platform business model

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The Sharing Economy Business Model per the Analysis of Value Attributes (공유경제 비즈니스 모델의 가치 요인 분석)

  • Lee, Junmin;Hwang, Junseok;Kim, Jonglip
    • Journal of Information Technology Services
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    • v.15 no.4
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    • pp.153-174
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    • 2016
  • On account of multiple causes, including prolonged global economic crisis, addressing environmental pollution and the advent of hyper-connected society, a new paradigm called 'sharing economy' has rapidly emerged. Many startups have attempted to build promising business model based on the sharing economy concept. Nevertheless, successful cases are still very rare in the global level, except for Uber and Airbnb cases. Therefore, this study analyzes necessary causes and sufficient causes for successful settlements in the market through a comparative case analysis on digital matching firms in the sharing economy businesses. For the case study, we compare five successful cases (Uber, Airbnb, Kickstarter, TaskRabbit and DogVacay), three failure cases (Homejoy, Ridejoy and Tuterspree) and a platform cooperativism case (Juno) in accordance with six value attributes of business model including value proposition, market segment, value chain, cost structure and profit potential, value network and competitive strategy. We apply Boolean method to support controlled comparison and eliminate unnecessary attributes. The Boolean analysis result shows that value proposition, cost structure and profit potential, value network and competitive strategy are the essential attributes. Furthermore, the result indicates that each attribute is a necessary condition, where all four conditions should be met simultaneously in order to be successful. With this result, we discuss essential consideration for those who are planning startup based on the sharing economy business model.

Efficient XML Data Server Technology for EC Implementation (EC 구축을 위한 효율적인 XML 데이터서버 기술)

  • 박시형;김성수
    • Proceedings of the CALSEC Conference
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    • 2000.08a
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    • pp.179-186
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    • 2000
  • ㆍ A sub-set of SGML (Standard Generalized Markup Language) ㆍ A family of standards ㆍ XML 1.0 is the specification that defines what tags, attributes and other XML nodes are ㆍ License-free, platform-independent and well-supported ㆍ Simple ▶ Human-readable, easy to use ㆍ Extensible ▶ A dynamic data model ㆍ Flexible ▶ For handling complex data ㆍ Portable ▶ For cross-platform data exchange ㆍ Standard ▶ Easy to integrate, widely adopted(omitted)

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The study of a full cycle semi-automated business process re-engineering: A comprehensive framework

  • Lee, Sanghwa;Sutrisnowati, Riska A.;Won, Seokrae;Woo, Jong Seong;Bae, Hyerim
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.11
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    • pp.103-109
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    • 2018
  • This paper presents an idea and framework to automate a full cycle business process management and re-engineering by integrating traditional business process management systems, process mining, data mining, machine learning, and simulation. We build our framework on the cloud-based platform such that various data sources can be incorporated. We design our systems to be extensible so that not only beneficial for practitioners of BPM, but also for researchers. Our framework can be used as a test bed for researchers without the complication of system integration. The automation of redesigning phase and selecting a baseline process model for deployment are the two main contributions of this study. In the redesigning phase, we deal with both the analysis of the existing process model and what-if analysis on how to improve the process at the same time, Additionally, improving a business process can be applied in a case by case basis that needs a lot of trial and error and huge data. In selecting the baseline process model, we need to compare many probable routes of business execution and calculate the most efficient one in respect to production cost and execution time. We also discuss the challenges and limitation of the framework, including the systems adoptability, technical difficulties and human factors.

A Relation-based Model for Analyzing Ecosystems of Products, Services and Stakeholders (제품 서비스 시장참여자의 에코시스템 분석을 위한 관계 기반 모델 개발)

  • Kang, Chang-Muk;Hong, Yoo-Suk;Kim, Kwang-Jae;Park, Kwang-Tae
    • Journal of Korean Institute of Industrial Engineers
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    • v.37 no.1
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    • pp.41-54
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    • 2011
  • A central theme in recent IT (information technology) industry is a mobile ecosystem. While a concept of business ecosystem, which is an economic community of firms and individuals producing and consuming goods and services, has been around for about 20 years now, the recent spotlight is mainly caused by the enormous success of iPhone. Many hand-set makers or platform developers want to mimic Apple's iPhone ecosystem from which both application developers and hand-set users can benefit. In this study, a representation model of the business ecosystem is proposed for supporting systematic design and analysis of ecosystems. Whereas previous studies also proposed some representation models, they emphasized only on the value chain between participating players. The proposed model, which is named relation-based ecosystem model, represents an ecosystem with the requirement relationships between product and service components and the roles of players, as well as their value chain. Such comprehensive representation explicitly reveals the strategic difference between ecosystems. This advantage was illustrated by comparing a Korean traditional mobile ecosystem and an emerging smart-phone ecosystem represented by the proposed model.

Searching for Ways to Utilize Avatars in Consideration of User Preferences in the Experience Metaverse Service (경험 메타버스 서비스에 있어 사용자의 선호도를 고려한 아바타 활용 방안 모색)

  • Sung-Suk Park;Il-Hyun Cho
    • Journal of Information Technology Applications and Management
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    • v.30 no.2
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    • pp.45-57
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    • 2023
  • Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on 'creation and economy' and 'discovery', will evolve into an 'experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new 'metaverse business model' was proposed based on 'experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of 'business experience'. In addition, a survey was conducted on the 'application of metaverse service and avatar' targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an 'selective switch mode' that can change the avatar's appearance at the desired timing according to the 'experience' and 'purchase purpose' of each metaverse service area. In addition, by strategically utilizing the 'Digilog' psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of 'avatar purchase system' by 'selective switch mode' and 'avatar decorating system' by 'digilog' strategy, the experience metaverse, which has been focused on 'digital twin experience' so far, is As it develops into 'business experience', it is expected that the user experience can be further satisfied.

Design and Empirical Study of an Online Education Platform Based on B2B2C, Focusing on the Perspective of Art Education

  • Hou, Shaopeng;Ahn, Jongchang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.2
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    • pp.726-741
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    • 2022
  • The purpose of this study is to provide instructive theoretical models for art (music) education institutions especially when unpredictable risks, such as pandemics, occur again. Based on the customer behavior theory of the business-to-business-to-customer (B2B2C) platform, and in combination with the technology acceptance model (TAM) and expectation confirmation model (ECM), this study proposes an online education model from the perspective of art education. The framework is based on the three decision-making processes of the customer, and includes the product owner, content owner, and customer area. This paper highlights the factors that influence customers in making decisions when art education institutions are product owners. Regression analysis was introduced to study the factors influencing the expectation confirmation, and the overall fitting testing and six hypotheses testing of 385 effective samples were performed using the structural equation modeling (SEM). The results show that the course-design and after-service positively influenced the expectation confirmation, and the domain image positively influenced the continuance behavior. Negative emotions skipped the mediator (expectation confirmation) and directly exerted a significant negative impact on customers' willingness to continue system usage (continuance behavior). In addition, expectation confirmation positively influenced continuance behavior. The paths of detailed items comprising course-design, after-service, and negative emotion were also analyzed and discussed. In this path analysis, ordinary art learners did not believe that AI partners can play a very good auxiliary role. The findings contribute to the scope of information systems acting as an art education platform academically, and provide effective and theoretical support for the actual operation of art education institutions.

디지털기술과 산업 전환 : 전자산업의 사례

  • Bae, Yeong-Ja
    • Journal of Technology Innovation
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    • v.11 no.2
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    • pp.219-238
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    • 2003
  • This study aims to investigate the impact of wide use of digital technology, in particular, the Internet, on innovation process and corporate strategy in electronics industry. The introduction of digital technology has changed innovation process, business model and organizational structure of the electronics companies. With the wide use of digital technology, the entire value chain of electronics industry from procurement, sales, and marketing to R&D and manufacturing has been restructured. This paper examine how digital technology has changed firms' behaviors in various areas through e-commerce, virtual reality and simulation, the rise of a new type of firm called EMS (Electronics Manufacturing Services), and etc. Amidst these changes building up innovation-friendly organization has emerged as a critical concern for firms. Due to the striking decrease of transaction cost, a network type of organization has proliferated, and a business function turns into a modular organization. As a whole, digital technology has pushed electronics firms into developing their own business model, which takes consideration of standardization of business platform and their core competency.

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Analysis of Factors of Farmers' Use of Information Technology Equipment When Selling Agricultural Products (농산물 판매시 농가들의 정보화 기기 이용 선택 결정요인 분석)

  • Yi, Hyangmi;Goh, Jongtae
    • Journal of Korean Society of Rural Planning
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    • v.24 no.4
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    • pp.121-134
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    • 2018
  • By using the raw data of the 2015 Agriculture, Forestry and Fishery Consensus that surveyed the farmers engaged in agriculture, forestry and fishery in 2015, this study investigated the effects of the characteristics of the farms in Gangwon-do on the utilization of the digital devices, which was classified into computers usage only, smartphones usage only, both computers and smartphones usage, and no digital device usage. This study used the Multinomial Logit Model for the above purpose. Moreover, the IIA(Independence of Irrelevant Alternatives) method of the Multinomial Logit Model was analyzed to be suitable. Upon the result of the analysis, when all the other variables were constant in the average, the probability of choosing both computers and smartphones increased by 0.02% as the family member living together with the farm owner increased by 1 person. In addition, the farms with agricultural machineries have 0.03% increased probability of using smartphones to sell their agricultural products, when compared with the farms without agricultural machinery. Moreover, for the farms with high sales profit of the agricultural products, the probability of using computers and the probability of using smartphones increased by 0.04% and 0.01%, respectively, and the probability of using both computers and smartphones increased by 0.02%. On the other hand, for the farms affiliated with the agricultural organization, the probability of using both computers and smartphones increased by 0.17%, and the probability of using only smartphones and the probability of using only computers increased by 0.16% and 0.15%, respectively. In case of selling to the National Agricultural Cooperative Federation(NACF), the probability of using smartphones increased by 0.11% if all other variables were to be constant in the average. In particular, the farms participating in the agriculture-related industries have 1.09% increased probability of using computers, have 0.92% increased probability of using smartphones, and 0.85% increased probability of using both computers and smartphones. Therefore, the implications suggested based on the results of the analysis are as follows. First, the farms' choices of the digital devices are made independently. Hence, the future agricultural industry business platform establishment should necessarily consider the types of farms' choices of the digital devices in the future. Second, since the usage of digital devices has a generally positive influence on the farm household income, digital education to improve farmers' ability to use the digital devices should be urgently provided in order to improve the farm household income in the farms in Gangwon-do. Third, because the digital devices used to sell agricultural products differ depending on the age of the farm owner, it would be desirable to target the younger generation of the farm owners rather than establishing the agricultural industry business platform for the farms in the aged farm villages. Fourth, it would be advisable for the future agricultural business platform to consider the characteristics of agricultural products sales source.

Evaluating Korea Game Platform by Applying GE Model (GE 모델을 응용한 게임 플랫폼별 산업 평가)

  • Kim, Hyoung-Gil;Lee, Ji-Hun;Kim, Tae-Sik
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.17-23
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    • 2006
  • Most companies operate their business unit by products which occupy mostly their sales or can increase their sales. The evaluation of business units is very important part to check the market position of its business, the value of investment and business diversification. This paper applies 5 game flat forms to Korean game industry at base on GE model which can evaluate business unit with market merit and competitive advantage in market. the result of study indicates that main flat form and the other flat form distribute diversely, and can determine the time for the new product development, the flat form of main investment and marketing strategy.

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A Study on Actual Usage of Information Systems: Focusing on System Quality of Mobile Service (정보시스템의 실제 이용에 대한 연구: 모바일 서비스 시스템 품질을 중심으로)

  • Cho, Woo-Chul;Kim, Kimin;Yang, Sung-Byung
    • Asia pacific journal of information systems
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    • v.24 no.4
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    • pp.611-635
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    • 2014
  • Information systems (IS) have become ubiquitous and changed every aspect of how people live their lives. While some IS have been successfully adopted and widely used, others have failed to be adopted and crowded out in spite of remarkable progress in technologies. Both the technology acceptance model (TAM) and the IS Success Model (ISSM), among many others, have contributed to explain the reasons of success as well as failure in IS adoption and usage. While the TAM suggests that intention to use and perceived usefulness lead to actual IS usage, the ISSM indicates that information quality, system quality, and service quality affect IS usage and user satisfaction. Upon literature review, however, we found a significant void in theoretical development and its applications that employ either of the two models, and we raise research questions. First of all, in spite of the causal relationship between intention to use and actual usage, in most previous studies, only intention to use was employed as a dependent variable without overt explaining its relationship with actual usage. Moreover, even in a few studies that employed actual IS usage as a dependent variable, the degree of actual usage was measured based on users' perceptual responses to survey questionnaires. However, the measurement of actual usage based on survey responses might not be 'actual' usage in a strict sense that responders' perception may be distorted due to their selective perceptions or stereotypes. By the same token, the degree of system quality that IS users perceive might not be 'real' quality as well. This study seeks to fill this void by measuring the variables of actual usage and system quality using 'fact' data such as system logs and specifications of users' information and communications technology (ICT) devices. More specifically, we propose an integrated research model that bring together the TAM and the ISSM. The integrated model is composed of both the variables that are to be measured using fact as well as survey data. By employing the integrated model, we expect to reveal the difference between real and perceived degree of system quality, and to investigate the relationship between the perception-based measure of intention to use and the fact-based measure of actual usage. Furthermore, we also aim to add empirical findings on the general research question: what factors influence actual IS usage and how? In order to address the research question and to examine the research model, we selected a mobile campus application (MCA). We collected both fact data and survey data. For fact data, we retrieved them from the system logs such information as menu usage counts, user's device performance, display size, and operating system revision version number. At the same time, we conducted a survey among university students who use an MCA, and collected 180 valid responses. A partial least square (PLS) method was employed to validate our research model. Among nine hypotheses developed, we found five were supported while four were not. In detail, the relationships between (1) perceived system quality and perceived usefulness, (2) perceived system quality and perceived intention to use, (3) perceived usefulness and perceived intention to use, (4) quality of device platform and actual IS usage, and (5) perceived intention to use and actual IS usage were found to be significant. In comparison, the relationships between (1) quality of device platform and perceived system quality, (2) quality of device platform and perceived usefulness, (3) quality of device platform and perceived intention to use, and (4) perceived system quality and actual IS usage were not significant. The results of the study reveal notable differences from those of previous studies. First, although perceived intention to use shows a positive effect on actual IS usage, its explanatory power is very weak ($R^2$=0.064). Second, fact-based system quality (quality of user's device platform) shows a direct impact on actual IS usage without the mediating role of intention to use. Lastly, the relationships between perceived system quality (perception-based system quality) and other constructs show completely different results from those between quality of device platform (fact-based system quality) and other constructs. In the post-hoc analysis, IS users' past behavior was additionally included in the research model to further investigate the cause of such a low explanatory power of actual IS usage. The results show that past IS usage has a strong positive effect on current IS usage while intention to use does not have, implying that IS usage has already become a habitual behavior. This study provides the following several implications. First, we verify that fact-based data (i.e., system logs of real usage records) are more likely to reflect IS users' actual usage than perception-based data. In addition, by identifying the direct impact of quality of device platform on actual IS usage (without any mediating roles of attitude or intention), this study triggers further research on other potential factors that may directly influence actual IS usage. Furthermore, the results of the study provide practical strategic implications that organizations equipped with high-quality systems may directly expect high level of system usage.