• Title/Summary/Keyword: Sell-service

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Designing Mobile Application for Korean Traditional Markets Based on O2O Service Platform (O2O 서비스 기반 전통시장 주문 모바일 어플리케이션의 설계 및 개발)

  • Bang, young sun;Yang, Seung Mok;Jeon, Hye Rin;Lee, Danielle
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1689-1697
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    • 2018
  • This paper explored how to design amobile application for Korea's traditional markets based on O2O service and data science technologies. In order to cover a broader scope of customers, diversify the ways to sell products, and increase the profits of Korea's traditional markets, the application bridges online customers with offline stores at traditional markets and augments both convenience and accessibility. Beyond the typical face-to-face interactions between customers and sellers at traditional markets, this application offers mobile payments and personalized recommendations of nearby stores and preferable products using Beacon and datascience technologies. Moreover, it offers multi-language support for foreign customers who are not familiar with Korea's traditional markets and the products sold there. In conclusion, using O2O service, which is a rising trend among prevalent platform technologies, this study proposed a new e-commerce model for Korea's traditional markets to promote market expansion.

Study of the effectiveness of a supporting model for the domestic online game industry to go abroad (국내 온라인 게임 기업의 해외진출지원 모델의 효율성 연구)

  • Joo, KiHwan;Moon, Nammee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5769-5775
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    • 2014
  • This paper reports the political supporting platform, and the outcome evaluation model, which was developed for the Korean on-line game companies that have started to go abroad to publish their games. When they begin to sell their games, they have many difficulties in promoting in other countries including the USA & EU. They try to find solutions to solve these problems, but on-line games still do not have a successful business model because of their unique attributes and environmental features, even though they spent a lot of money and time to enter the international on line game market. Thus far, the local on-line game supporting policy has tried to improve the world competitiveness of local companies by doing diverse activities, such as Global Service Platform(GSP) service, international game competition, and globalization, marketing. On the other hand, there has been only a small number of fruitful results except for GSP. Therefore, in this paper, the result of GSP was verified using the Global on-line game Supporting Chain Model(GoGSCM), which is the new political supporting and evaluation model through survey targeting GSP participations. As a result, GSP was evaluated based on the compatibility, efficiency, effectiveness, and continuity.

Business Models Proposal for Korean Open Source GIS Software Companies (국내 오픈소스 공간정보 소프트웨어 관련 기업의 비즈니스 모델 제안)

  • Son, Se-Rin;Kang, Youngok
    • Journal of Cadastre & Land InformatiX
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    • v.48 no.1
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    • pp.187-199
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    • 2018
  • The purpose of this study is to propose an open source GIS software business model for the revitalization of Korean open source GIS software industry. In this study, we categorized the types of open source software business models and developed an open source software business strategy suitable for GIS companies in Korea. To propose a business model, we applied the business model canvas which is often used in the area of business studies to analyze new business models. We tried to develop the open source GIS business model through both interviews and case studies with Korean open source GIS software companies. We propose three different types of open source GIS software business models such as distributor model, producer model, and 3rd party service provider model as follows: first, the companies which belong to distributor model can carry out business by providing professional services in the market of open source software. Second, the companies which belong to producer model can sell their products to the global market as well as the domestic market. Lastly, given the growing interest in domestic open source software, the number of third-party service providers is likely to continue to increase in the future. Therefore, it is expected that the companies which belong to the third party service provider model will be able to develop various business models by securing the technology.

Using Platforms as Market Creation Strategies for Small and Medium-Sized Service Robotics Companies in South Korea: The ROBOPRINT Case Study (국내 중소 서비스용 로봇 기업의 플랫폼을 이용한 시장 창출 전략: 로보프린트 사례연구)

  • Oh, Soo Jung
    • Korean small business review
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    • v.43 no.2
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    • pp.59-86
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    • 2021
  • The platform concept has been used for business operations in various forms: product platforms, transaction platforms and industry platforms. All these platforms have common characteristics of having 'core' that is reused frequently and 'peripherals' that are less reusable and changed often. Companies use platforms to enable efficient development and creation of product family, transactions and innovation. These platforms provide new opportunities for many small and medium-sized companies (SMEs) by bringing changes to traditional industrial structures focused on the products rather than platforms. The service robotics industry in South Korea is mainly composed of technology-intensive SMEs due to its small market size. Although these SMEs succeed in developing technologies, they have difficulties creating and expanding markets to sell products. Thus, this study addresses the characteristics and problems of the South Korean service robotics industry and analyses how ROBOPRINT, one of the SMEs in the service robotics industry, successfully creates and continuously expands the service robot market by adopting platform concept. The results indicate that ROBOPRINT has been applying two types of platforms: product and transaction platforms. First, ROBOPRINT created art robots that were apartment mural service robots. Rather than selling art robots, the company developed various robots such as painting robots, building exterior wall-cleaning robots by reusing the core technology of the robots. The company also developed various robots according to the buyers request. In addition, the company used the robots to directly provide apartment mural services for customers. This mural service has been extended into various areas, not only in apartments but also in soundproof walls, underground passages, and retaining walls. Besides, ROBOPRINT added new services continuously by developing technologies such as virtual reality. Second, ROBOPRINT mediated mural service buyers and mural designers. This platform reduced buyers' workload, which necessitates requesting mural services to ROBOPRINT and searching for mural designers. For designers, this opened up new opportunities to participate in the mural business. The platform attracted both mural buyers and designers who were scattered before. Finally, ROBOPRINT seeks to expand the platform's scope to outside company. To share internally reused ROBOPRINT's technology with other companies, the company participated in Daegu city's 'New Technology Platform Industry'. Furthermore, ROBOPRINT is trying to share the service platform by leasing robots to other companies. This allows external agents to develop technologies and provide services by reusing resources from ROBOPRINT. This study contributes to existing theories by showing that SMEs continuously create and expand markets by building various platforms. Moreover, it provides useful implications for practitioners by describing the firm's specific platform-building strategy.

Sell-modeling of Cylindrical Object based on Generic Model for 3D Object Recognition (3 차원 물체 인식을 위한 보편적 지식기반 실린더형 물체 자가모델링 기법)

  • Baek, Kyeong-Keun;Park, Yeon-Chool;Park, Joon-Young;Lee, Suk-Han
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.210-214
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    • 2008
  • It is actually impossible to model and store all objects which exist in real home environment into robot's database in advance. To resolve this problem, this paper proposes new object modeling method that can be available for robot self-modeling, which is capable of estimating whole model's shape from partial surface data using Generic Model. And this whole produce is conducted to cylindrical objects like cup, bottles and cans which can be easily found at indoor environment. The detailed process is firstly we obtain cylinder's initial principle axis using points coordinates and normal vectors from object's surface after we separate cylindrical object from 3D image. This 3D image is obtained from 3D sensor. And second, we compensate errors in the principle axis repeatedly. Then finally, we do modeling whole cylindrical object using cross sectional principal axis and its radius To show the feasibility of the algorithm, We implemented it and evaluated its accuracy.

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A Review of Transaction-Based Energy Management Technology for Energy Prosumers (에너지 프로슈머를 위한 거래기반 에너지 관리기술 동향분석)

  • Koh, Seak Bai;Son, Sung-Yong
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.1
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    • pp.45-53
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    • 2018
  • The proliferation of distributed power sources such as renewable energy sources drives the changes of consumers to prosumers who actively want to deal with energy. The prosumer is a new type of consumer that can sell surplus energy or additionally generated energy to electric power companies, other energy service providers, or other consumers. To implement such a concept, a new technology and platform that can support the transaction of the prosumers are required. However, the study in the area is limited since it is in the early stage. This work examines the state-of-the-art transaction-based energy management technology through comparative analysis of representative technologies to show the future trends. Although, technologies and standards for transaction based energy are not much matured yet. related new research will be continued via competitions.

A Study on the Influence of Cognitive on Repurchase Intension of New E-Commerce System: Focused on the Mediation Effect of Consumer Satisfaction and Quasi Social Relations

  • Ying, Yu
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.189-196
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    • 2020
  • In this paper, we propose a study on the purchasing intent of the new e-commerce consumer, the coronavirus may once again drive the structural change of China's economy, and the new online marketing model will be noticed during the epidemic. Through 438 questionnaires collected on the Internet, frequency analysis, element analysis, reliability analysis and structural equation analysis were performed using SPSS V22.0 and AMOS V22.0 methods. Study the validation of hypotheses in the model to reveal the reasons why consumers in the new e-business are exposed. The results show that e-commerce features of Internet celebrities and individual characteristics of Internet celebrities can only enhance consumers' satisfaction. Quasi social relationships only increase consumer satisfaction without generating the will to purchase directly. Consumer satisfaction is the core foundation that dominates long-term consumption. E-commerce should focus on the ability of online celebrities to sell their expertise and the adaptability of value and product characteristics when conducting online celebrity marketing.

Evaluation of Promotional Internet Health Information about Health Functional Foods (주요 건강기능식품 관련 홍보용 인터넷 건강 정보에 대한 평가)

  • Choi, Ji Young;Lee, Jin-Seok
    • Korean Journal of Health Education and Promotion
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    • v.31 no.2
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    • pp.65-78
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    • 2014
  • Objectives: The aim of this study is to evaluate promotional Internet health information on health functional foods with regard to labeling information, website structure, and overall quality. Methods : The websites of 15 producers of three health functional foods (Red ginseng, vitamin, aloe) were selected. Ministry of Food and Drug Safety (MFDS) required labeling information was used to evaluate the integrity of basic information, and the structural properties of the websites were investigated. Moreover, DISCERN instrument was used to evaluate reliability and quality of information. Results : 1) Among MFDS required labeling information, seven items, including 'sell by date', and 'possible side effects' were not fully specified, and only 6.7% of Internet advertisements provided 'possible side effects'. 2) Each of 92.9% of these websites offered 'Introducation to websites and producers', and 'customer service', whereas only 64.3% and 42.9% of these websites offered 'FAQ about website utilization' and 'multilingual support', respectively. 3) The evaluation using DISCERN instrument showed the scores of $2.03{\pm}0.24$ in reliability, $1.87{\pm}0.28$ in quality, and $2.10{\pm}0.55$ in overall quality. Conclusions : Current promotional Internet health information on health functional foods has various weaknesses in terms of reliability and quality that need to be improved.

Power Efficient Cell Searching Algorithm to Support Mobility in Portable Digital Broadcasting Networks (휴대용 디지털 방송망에서의 이동성지원을 위한 전력 효율적인 셀 탐색 기법)

  • Park, Hyung-Kun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.8
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    • pp.1574-1581
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    • 2007
  • DVB-H (Digital Video Broadcasting for Handhold) is a new standard, currently being developed for a portable digital broadcasting, which enhance the multimedia broadcasting service in the Euroapean standard DVB-T (DVB-Terrestrial). Seamless mobility and power saving are essential requirements in the DVB-H system. To support seamless mobility, DVB-H system should provides seamless handover for mobile stations in the MFN (multi frequency network). For seamless handover, the receiver should monitor neighboring cells and it increases the power consumption. And so, power efficient sell searching algorithm for seamless handover is required. In this paper, we propose hypothesis feeling based handover algorithm to enhance the power efficiency by using the fast cell searching, and analyze the performance of handover schemes through the numerical evaluation and simulation.

A Study on the Metaverse: Focused on the Application of News Big Data Service and Case Study (메타버스에 관한 연구: 뉴스 빅데이터 서비스 활용과 사례 연구를 중심으로)

  • Kim, Chang-Sik;Lee, Yunhee;Ahn, Hyunchul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.2
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    • pp.85-101
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    • 2021
  • This study aims to gain insight through understanding the Metaverse, which has recently become a hot topic. The study utilizes the methods of case study and News Bigdata Analysis Services. The Metaverse can be defined as a world with no separation between the virtual and real worlds. Currently, the Metaverse is dominated mainly by the MZ generation, but just like smartphones have quickly entered our lives, the Metaverse will soon, too, become a part of our lives. To follow up on this change, all companies, including global companies, are going after the Metaverse. Today, the Metaverse is successfully being used in all types of fields, including gaming, performing arts, business, etc., and its essential technologies include VR/AR/MR/XR and AI. This study intends to help understand the Metaverse through a case analysis of Zepeto, which has 200 million users worldwide. On Zepeto, users can decorate their own avatars, hang out with friends, go to art galleries and performances, and create and sell items. Of these users, 90% are from outside of South Korea, and 80% are teenagers. With most of the users being underage, many legal and social problems also follow. Nevertheless, who will be the first to conquer the new world of the Metaverse will continue to be a big issue. This study also analyzes domestic news articles about the Metaverse by utilizing the BigKinds system. Starting in 1996, the number of articles about the Metaverse each year remains single digit, until in 2020 when the number sharply rises to 86 news. As of June 2021, there are 1,663 articles on the Metaverse. This study suggests that the Metaverse should now be carefully examined and closely followed.