• Title/Summary/Keyword: Product platform

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Development of a Web-based User Experience Certification System based on User-centered System Design Approach (사용자 중심의 웹 기반 제품 사용경험 인증·평가 시스템 개발)

  • Na, Ju Yeoun;Kim, Jihee;Jung, Sungwook;Lee, Dong Hyun;Lee, Cheol;Bahn, Sangwoo
    • The Journal of Society for e-Business Studies
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    • v.24 no.1
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    • pp.29-48
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    • 2019
  • Recently, product design innovation to improve user experience has been perceived as a core element of enterprise competitiveness due to the fierce market competition and decrease of the technological gap between companies, but there is insufficient services to support the product experience evaluation of small and medium-sized companies (SMCs). The aim of this study is to develop a web-based product user experience evaluation and certification system supporting product design practices for SMCs. For system interface design, we conducted systematic functional requirement elicitation methods such as user survey, workflow analysis, user task definition, and function definition. Then main functions, information structure, navigation method, and detailed graphic user interfaces were developed with consideration of user interactions and requirements. In particular, it provides the databases for evaluation efficiency to support the evaluation process above a certain level of performance and efficiency, and knowledge databases to utilize in the evaluation and product design improvement. With help of the developed service platform, It is expected that the service platform would enhance SMCs' product development capability with regard to the user experience evaluation by connecting the consulting firms with SMCs.

Platform Pricing As a Negotiation Process

  • Kim, Hang-Ki;Lee, Dong-Won
    • 한국IT서비스학회:학술대회논문집
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    • 2008.11a
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    • pp.175-178
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    • 2008
  • With rapid advancement of IT and Internet technologies, online market is surely becoming a stage of the competition among various forms of platform providers. This study show the significance of the negotiation process in the platform pricing strategy and observe several external/internal factors that might affect the negotiation power of the identities surrounding the platform. Major theories used in this study are the resource-based-view and network theory. Resources resulting in a negotiation power of the content providers and platform providers turn out to be widely scattered in their business areas - from product characteristics to the size of the content provider. End-user (or buyer) group which cannot make a strategic move for the organized development and use of resources is taking advantage of network externalities to support its negotiation power.

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ETRI AI Strategy #4: Expanding AI Open Platform (ETRI AI 실행전략 4: AI 개방형 플랫폼 제공 확대)

  • Kim, S.M.;Hong, A.R.;Yeon, S.J.
    • Electronics and Telecommunications Trends
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    • v.35 no.7
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    • pp.36-45
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    • 2020
  • The method and process of research and development (R&D) is changing when we develop artificial intelligence (AI), and the way R&D results are dispersed is also changing. For the R&D process, using and participating in open-source ecosystems has become more important, so we need to be prepared for open source. For product and service development, a combination of AI algorithm, data, and computing power is needed. In this paper, we introduce ETRI AI Strategy #4, "Expanding AI Open Platform." It consists of two key tasks: one to build an AI open source platform (OSP) to create a cooperative AI R&D ecosystem, and another to systematize the "x+AI" open platform (XOP) to disperse AI technologies into the ecosystem.

The Development of DCU for the Platform Screen Door (승강장 스크린 도어용 제어장치의 개발)

  • Woo, Chun-Hee;Kim, Jin-Sik
    • The Transactions of the Korean Institute of Electrical Engineers P
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    • v.60 no.2
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    • pp.68-71
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    • 2011
  • In the case of Seoul Metro, prior to installation of platform screen doors, had seen 4~6 cases a month of mortal injuries from accidents on the platforms, including suicide attempts towards the oncoming train. However, since the installation of platform screen doors, Seoul Metro has achieved a feat of '0 mortal injuries'. In the initial stages of introducing platform screen doors domestically, due to a lack of experience in controlling platform screen doors, the products were imported and installed through technical cooperations from Japan, France and the United States. Thereafter, following investments in technologies by domestic firms, domestic production of parts such as overall control mechanism, specific control mechanism, RF devices and others were achieved. However, having installed platform screen doors in a relatively short period of time, DCU(Door Control Unit), an integral part of the whole platform screen door system, is yet to be fully domestically produced. At this moment in time, installation is being done with imported products or DCUs developed with DC motors. In this research, advantages and disadvantages of DC and BLDC motors for use in DCU will be analyzed and will produce an own BLDC controlling unit in order to solve any problems arised. Furthermore, the BLDC controlling unit produced will be integrated with DCU to improve the performance of the product and its price competitiveness.

An Empirical Analysis of the Relationship Between Traits of e-Commerce Platform and Intention to Use Platform Extended Service Based on Value-Attitude-Behavior : The Moderating Effect of Network Impact (VAB 모델을 기반으로 한 e-커머스 플랫폼 특성과 플랫폼 확장 서비스 이용 의도 사이의 실증연구: 네트워크 효과의 조절 효과를 중심으로)

  • Lee, Min Young;Kim, Sang Hyun;Park, Hyun Sun
    • The Journal of Information Systems
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    • v.31 no.2
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    • pp.289-320
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    • 2022
  • Purpose The purpose of this study is to empirically investigate impacts of e-Commerce traits on intention to use platform extended services based on Value-Attitude-Behavior(VAB) framework as well as the moderating effect of network impact as the current e-Commerce platforms provide more extended services to their customers. Design/methodology/approach The research model was developed based on the literature review and VAB framework in order to empirically investigate impacts of e-Commerce platform characteristics. The survey was conducted in order to test proposed hypotheses. 298 collected responses were analyzed for the structural equational modeling(SEM) with SmartPLS 3.0. Findings Findings show that all proposed hypotheses were supported with exception of responsiveness. Among five constructs represented as e-Commerce platform characteristics, product variety had a highest impact on platform value. In addition, this study confirmed that the variable - network effect - strength the relationship between platform attitude and intention to use extended service.

A Study on Business Types of IoT-based Smarthome: Based on the Theory of Platform Typology (IoT 기반 스마트홈 비즈니스 유형 연구: 플랫폼유형론을 근간으로)

  • Song, Minzheong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.27-40
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    • 2016
  • This paper aims to analyze the business types of 237 IoT based smart home companies in the world (launched during 1999~2014) which got global investment last few years. For this, the previous literatures trying to analze technology and service types of smart home are searched and the typology of the platform is discussed. Based on it, this research conceptualizes an analysis framework that includes three areas of smart home like home automation, home security, and energy efficiency with the three platform types like product, software, and service. This study concludes that the development of business type for IoT based smart home ecosystem is from the product to software and it can be a platform or not. In current status, there are a few platforms of product and software, but in the device management (16%) and thermostat (11%), companies are persuing more platform like. It is difficult to find the service platform in overall areas, for application based service has a few attractions in the investment market due to the lack of cloud infrastructure and data analytics. The following three are the implication to domestic market: 1) More active offering of API and SDK, 2) more active introduction of wireless Intenet network protocols, and 3) more active interoperability efforts and alliance activities are needed.

The Role of Source Credibility of Streamer and Platform Policy in Live-commerce: A Perspective on Reduction of Consumer's Uncertainty (라이브 커머스 스트리머의 자원 원천 신뢰성과 플랫폼 정책의 역할: 소비자 불확실성 감소의관점)

  • Inho Hwang
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.2
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    • pp.81-99
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    • 2024
  • Live commerce, a rapidly growing sector, facilitates real-time interaction between streamers and consumers about specific products. This business model aids rational purchasing decisions by offering visual demonstrations of product usage. This study aims to identify potential uncertainties faced by consumers in live commerce and propose strategies to mitigate these uncertainties for streamers and platforms. A research hypothesis was formulated based on prior studies and tested through surveys conducted on consumers aged 20 and above with live commerce experience. The study revealed that a streamer's credibility (trustworthiness, expertness, and reputation) significantly impacts purchase intention by mitigating uncertainty. The platform's return policy also interacted with product uncertainty, influencing consumer purchase intention. These findings provide a roadmap for creating a tailored service strategy for live commerce platforms, focusing on reducing uncertainty in the product purchase process.

A Scoping Method to Implement Software Product Line for Inertial Navigation System (관성항법소프트웨어 SPL(Software Product Line) 구현을 위한 플랫폼 범위결정 기법)

  • Park, Samjoon;Noh, Sungkyu;Lee, Kwanwoo;Park, ByungSu;Nam, Seongho
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.7
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    • pp.251-256
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    • 2021
  • Software Product Line Engineering (SPLE) has been known as an efficient and effective software reuse methodology. One of the key activities of SPLE is scoping analysis, which determines the range of the features to be developed as reusable assets. Although several scoping methods has been reported, they are not sufficient to apply them to the defense domain. In this paper, we present a scoping method applicable to the defense domain, and present a case study for applying SPLE to inertial navigation weapon system. At first, the proposed method determines the range of candidate features to be applied for the platform. The range is then adjusted from the perspective of product benefit. The final range of features is decided through considering the total cost of a product line. We will demonstrate and evaluate the applicability of the proposed method by showing how we can decide the scope of features to be engineered for the navigation software product line.

A Product Family Knowledge Management Framework using the Semantic Web (시맨틱 웹을 이용한 Product Family 지식관리 프레임워크)

  • Seo, Kwang-Kyu;Ahn, Beum-Jun
    • Journal of the Korea Safety Management & Science
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    • v.11 no.3
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    • pp.105-112
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    • 2009
  • 오늘날 치열한 글로벌 마켓의 경쟁환경에서 많은 회사들이 제품의 경쟁우위를 확보하기 위해 고객에 대한 빠른 대응과 유연하고 효율적인 새로운 제품을 적기에 개발하기 위한 방법으로 product family 기반의 제품개발과 고객 맞춤형 제품개발 방법을 도입하고 있다. 많은 제품들의 가장 중요한 비즈니스 프로세스 요소는 제품의 전체 라이프 씨이들동안 제품 데이터를 관리하는 것이다. 서로 다른 저장 구조를 가지는 이기종 소프트웨어 시스템에 의해 수집되는 제품 정보는 서로 다른 조직의 정보시스템내에서 인덱싱, 탐색, 정제, 재사용, 분배되는 것이 어렵다. 본 연구에서는 현재의 제품 설계 저장소의 이러한 문제점을 해결하기 위해, 시맨틱 웹 패러다임을 사용하여 product family를 대상으로 지식 관리 프레임워크를 개발하고자 한다. 시맨틱 웹 패러다임의 formal product represention은 제품 플랫폼의 구조를 저장할 수 있고, product family의 서로 다른 부품들을 공용으로 사용할 수 있도록 도와 줄 수 있을 뿐만 아니라, product family 기반의 제품개발과 고객맞춤형 제품개발이 가능하다. 본 연구에서는 일회용 카메라를 대상으로 제안한 프레임워크의 타당성의 입증을 위한 프로토타입을 제시한다.

The Effect of Product Experience Through Virtual Reality on Product Evaluation

  • Jeon, Eunmi;Han, Youngjee;Woo, Hyunjin
    • Asia Marketing Journal
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    • v.21 no.4
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    • pp.45-57
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    • 2020
  • With the development of new technologies, virtual reality (VR) is emerging as a new consumer marketing platform. Yet, only a few studies have investigated VR in the consumption context. The current research explores how experiencing a product through VR influences consumer attitude and purchase intention for the product. Although assessing products in real life is believed to be more diagnostic than that through VR, the present research revealed that experiencing a product through VR could lead to a more positive attitude toward and higher purchase intention for the product. We also demonstrated that "enjoyment" has a mediating effect while evaluating the product through VR. To compare product experience through VR to that in real life, we employed the HTC Vive VR system to implement a VR environment. In the VR condition, participants evaluated plastic building blocks using a VR headset and a motion controller; and in the real life (reality) condition, they evaluted plastic building blocks printed using a 3D printer to make them look exactly the same as the blocks used in the VR condition. Finally, implications and suggestions are discussed.