• Title/Summary/Keyword: Service concept map

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Methodology for Developing a Ubiquitous Business Model: Incorporating Co-Creation Experiences (유비쿼터스 컴퓨팅 환경에서의 비즈니스 모델 개발 방법론: 가치의 공동 창출 경험을 중심으로)

  • Kim, Kyung-Kyu;Park, Sung-Kook
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.326-338
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    • 2009
  • In this paper, we argue that characteristics of ubiquitous business are different from those of e-business or m-business. We have developed a u-business model development framework incorporating the concept of value co-creation experiences, which is a core of the ubiquitous business paradigm. The framework of u-business model development presented in this paper consists of eight steps such as defining of domain, discovery of opportunity nucleus, defining of potential co-creation experience environment, deriving candidates of u-business services, selecting u-business killer services, defining value propositions of u-business killer services, defining u-business killer service offerings, and drawing a resource map of u-business killer services. The proposed u-business model development framework offers useful guidelines for practitioners to develop successful u-business models under a ubiquitous business paradigm.

A Study on Persona and Self-Presentation through Fashion on Instagram -Focusing on Women in Their 20s and 30s- (인스타그램에서의 페르소나와 패션을 통한 자기표현에 관한 연구 -20~30대 여성을 중심으로-)

  • Won, Yeon Jung;Shin, Eun Jung;Koh, Ae-Ran
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.5
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    • pp.804-824
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    • 2021
  • This study qualitatively explored the case of users utilizing multiple accounts on one social network service to create their own multiple spaces and different personas. The purpose of the study was to understand the behavior of people who use multiple accounts to express their identity online using Carl Jung's personality theory. We used in-depth interviews and the Zaltman metaphor elicitation technique (ZMET), targeting 19 people in their 20s and 30s who use more than one personal account on Instagram. Creating a shared consensus map using the configuration concept of ZMET derived six personas in relation to Instagram accounts. The motivations for the respondents' self-presentation associated with their personas and self-presentation types shown on Instagram were analyzed in terms of persona and fashion and subdivided into five dimensions: relationship management strategic presentation, self-monitoring presentation, competence demonstration presentation, anonymous presentation, and persona-centered presentation. Each respondent's persona and self-presentation formed by the Instagram account was analyzed.

A Study on the Model of History Ontology: A Focus on Korean Modern Historical Person (역사용어 온톨로지 모형 적용 방안 연구 - 한국근현대사 인물을 중심으로 -)

  • Lee, Hye-Won;Yoon, So-Young
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.1
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    • pp.263-280
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    • 2011
  • The purpose of the study is to construct a History Ontology Model for historical person to analyse issues of Korean History Thesaurus and interview history specialists who are use information systems in National Institute of Korean History. This study verifies the difference between both descriptions through comparative analysis of term concept in Korean History Thesaurus and mind-map written by history major. Based on this, we build history ontology model to meet users' information needs and adapt to information retrieval system. First, to organize unique features of history, we define class and attribute and then enlisted considerations for instance input. The study suggests a possibility of new service through combination multiple features using concept extension that is a strength of ontology.

Comparison of the transformation methods for Flash Videos to Web Videos (플래시 비디오에서 웹비디오로의 변환기법 비교)

  • Lee, Hyun-Lee;Kim, Kyoung-Soo;Ceong, Hee-Taek
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.579-588
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    • 2010
  • Generalization of the web, development of one-person media such as the blog and mini homepage, and integration of video digital devices have generalized multimedia video services on the web. However, flash videos, the previously used bit map-based multimedia videos, exhibit problems like the waterfall phenomenon, lag phenomenon, or non-synchronization of audios or videos. Thereupon, This study is conducted to suggest a converting technique to provide efficient web video service on the web by solving problems of bitmap-based flash video through file format-converting software and movie editing programs. And this paper also conducts experiments on five videos for 13 CODECs and analyzes converted results comparatively. The recommendable method considering the characteristics of each videos is to utilize MainConcept H.264 Video CODEC using SWF2Video pro. The result of this research can be used to produce web videos on the web more effectively.

Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.117-131
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    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.

Analysis of Systems Thinking Level of Pre-service Teachers about Carbon Cycle in Earth Systems using Rubrics of Evaluating Systems Thinking (시스템 사고 평가 루브릭을 활용한 예비교사들의 지구 시스템 내 탄소 순환에 대한 시스템 사고 수준 분석)

  • Park, Kyungsuk;Lee, Hyundong;Lee, Hyonyong;Jeon, Jaedon
    • Journal of The Korean Association For Science Education
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    • v.39 no.5
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    • pp.599-611
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    • 2019
  • The purpose of this study is to analyze the systems thinking level of pre-service teachers using rubrics of evaluating systems thinking. For this purpose, systems thinking level model, which can be applied to education or science education, was selected through literature analysis. Eight pre-service teachers' systems thinking were investigated through the systems thinking analysis tool used in domestic research. The systems thinking presented by the pre-service teachers were transformed into the box type causal map using Sibley et al. (2007). Two researchers analyzed the systems thinking using rubrics of evaluating systems thinking. For data analysis, quantitative analysis was performed through correlation analysis using SPSS. In addition, the qualitative analysis of the box type causal map was conducted and the consistency with the quantitative analysis results was verified. The results indicated that the correlation between the 5-Likert systems thinking measurement instrument and the rubrics score was highly correlated with the Pearson product-moment of .762 (p <.05). In the hierarchical correlation of the systems thinking level, the STH model was analyzed with a very high correlation with the Pearson product-moment of .722~.791, and 4-step model was analyzed .381~.730. The qualitative analysis suggested the concept to be included in the low level of system thinking, the higher the level, the less the concept that is presented properly. In conclusion, the level of systems thinking can be derived as a result of research that there is clearly, a hierarchical part. Based on the results of this study, it is necessary to develop a systems thinking level model applicable to science education and develop and validate items that can measure the level of systems thinking.

A Study on the Design of Smart Tourism Concept Map based on the model of Advance Organizer that attracts Interest for Space Telling in Metaverse (메타버스 내 스페이스텔링을 위한 흥미유발 선행조직자 모델 기반 스마트관광 개념지도 설계)

  • So Jin Kim;Yong Min Ju
    • Smart Media Journal
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    • v.12 no.8
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    • pp.45-59
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    • 2023
  • Users who want to experience the metaverse for tourism are exposed to strategic planning in space for the purpose of cultural content. In addition, users learn integrated cultural content in the process of proceeding according to the virtual environment. and Along with the meaning of time and space, users will experience space-telling. It is important to induce interest from the beginning of the experience to continue the experience. However, obstacles arise in this process. This is because developers should promote connections with new information to users who do not have sufficient prior knowledge and only have keywords of interest. Therefore, efficient design methods to enhance interest should be studied in advance. But so far, there has been no research on how to systematically design prior organizers to induce interest in virtual space. This study is an interest-inducing design method that occurs in the process of developing the meaning of virtual space and storytelling of cultural content, and can be seen as a basic study using conceptual guidance-based prior organizer education and learning techniques. First, virtual space elements and human behavior theories were considered. Subsequently, five representative examples of previous organizers currently used were explored, and redesigned and proposed based on a conceptual map for information access and delivery purposes. Through this research process, it was possible to confirm that spatial attributes and cognitive interest elements were effectively transmitted to meaningful learning leading to storytelling learning and elements of service design design method through conceptual guidance.

XSLT Stylesheet Design for Building Web Presentation Layer (웹 프리젠테이션 레이어 생성을 위한 XSLT 스타일쉬트 설계)

  • 채정화;유철중;장옥배
    • Journal of KIISE:Software and Applications
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    • v.31 no.3
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    • pp.255-266
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    • 2004
  • In the Web-based information systems, separating the business process logic from the data and presentation logic brings about a wide range of advantages. However, this separation is not easily achieved; even the data logic may be not separated from the presentation layer. So, it requires to define an model for business processes, and then to map the model into the user's dynamic interface using the logic separating strategy. This paper presents a stylesheet method to recognize the process by extending XSLT (Extensible Stylesheet Language Transformations), in order to achieve the logic separation. To do this, it provides an specification of the business process, and a scheme that extracts business model factors and their interactions using a Petri-net notation to show the business model into the process point of view. This is an attempt to separate users' interaction from the business process, that is, dynamic components of interaction Web document from the process structure of Web applications. Our architecture consist mainly of an XSLT controller that is extended by a process control component. The XSLT controller is responsible for receiving the user requests and searching the relevant templet rule related to different user requests one by one. Separation of concerns facilities the development of service-oriented Web sites by making if modular. As a result, the development of service-oriented Web sites would be very easy, and can be changed without affecting the other modules, by virtue of the modularization concept. So, it is easy to develop and maintain the Web applications in independent manner.

Research Trend Analysis Using Bibliographic Information and Citations of Cloud Computing Articles: Application of Social Network Analysis (클라우드 컴퓨팅 관련 논문의 서지정보 및 인용정보를 활용한 연구 동향 분석: 사회 네트워크 분석의 활용)

  • Kim, Dongsung;Kim, Jongwoo
    • Journal of Intelligence and Information Systems
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    • v.20 no.1
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    • pp.195-211
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    • 2014
  • Cloud computing services provide IT resources as services on demand. This is considered a key concept, which will lead a shift from an ownership-based paradigm to a new pay-for-use paradigm, which can reduce the fixed cost for IT resources, and improve flexibility and scalability. As IT services, cloud services have evolved from early similar computing concepts such as network computing, utility computing, server-based computing, and grid computing. So research into cloud computing is highly related to and combined with various relevant computing research areas. To seek promising research issues and topics in cloud computing, it is necessary to understand the research trends in cloud computing more comprehensively. In this study, we collect bibliographic information and citation information for cloud computing related research papers published in major international journals from 1994 to 2012, and analyzes macroscopic trends and network changes to citation relationships among papers and the co-occurrence relationships of key words by utilizing social network analysis measures. Through the analysis, we can identify the relationships and connections among research topics in cloud computing related areas, and highlight new potential research topics. In addition, we visualize dynamic changes of research topics relating to cloud computing using a proposed cloud computing "research trend map." A research trend map visualizes positions of research topics in two-dimensional space. Frequencies of key words (X-axis) and the rates of increase in the degree centrality of key words (Y-axis) are used as the two dimensions of the research trend map. Based on the values of the two dimensions, the two dimensional space of a research map is divided into four areas: maturation, growth, promising, and decline. An area with high keyword frequency, but low rates of increase of degree centrality is defined as a mature technology area; the area where both keyword frequency and the increase rate of degree centrality are high is defined as a growth technology area; the area where the keyword frequency is low, but the rate of increase in the degree centrality is high is defined as a promising technology area; and the area where both keyword frequency and the rate of degree centrality are low is defined as a declining technology area. Based on this method, cloud computing research trend maps make it possible to easily grasp the main research trends in cloud computing, and to explain the evolution of research topics. According to the results of an analysis of citation relationships, research papers on security, distributed processing, and optical networking for cloud computing are on the top based on the page-rank measure. From the analysis of key words in research papers, cloud computing and grid computing showed high centrality in 2009, and key words dealing with main elemental technologies such as data outsourcing, error detection methods, and infrastructure construction showed high centrality in 2010~2011. In 2012, security, virtualization, and resource management showed high centrality. Moreover, it was found that the interest in the technical issues of cloud computing increases gradually. From annual cloud computing research trend maps, it was verified that security is located in the promising area, virtualization has moved from the promising area to the growth area, and grid computing and distributed system has moved to the declining area. The study results indicate that distributed systems and grid computing received a lot of attention as similar computing paradigms in the early stage of cloud computing research. The early stage of cloud computing was a period focused on understanding and investigating cloud computing as an emergent technology, linking to relevant established computing concepts. After the early stage, security and virtualization technologies became main issues in cloud computing, which is reflected in the movement of security and virtualization technologies from the promising area to the growth area in the cloud computing research trend maps. Moreover, this study revealed that current research in cloud computing has rapidly transferred from a focus on technical issues to for a focus on application issues, such as SLAs (Service Level Agreements).

An Exploratory Study on Channel Equity of Electronic Goods (가전제품 소비자의 Channel Equity에 관한 탐색적 연구)

  • Suh, Yong-Gu;Lee, Eun-Kyung
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.3
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    • pp.1-25
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    • 2008
  • Ⅰ. Introduction Retailers in the 21st century are being told that future retailers are those who can execute seamless multi-channel access. The reason is that retailers should be where shoppers want them, when they want them anytime, anywhere and in multiple formats. Multi-channel access is considered one of the top 10 trends of all business in the next decade (Patricia T. Warrington, et al., 2007) And most firms use both direct and indirect channels in their markets. Given this trend, we need to evaluate a channel equity more systematically than before as this issue is expected to get more attention to consumers as well as to brand managers. Consumers are becoming very much confused concerning the choice of place where they shop for durable goods as there are at least 6-7 retail options. On the other hand, manufacturers have to deal with category killers, their dealers network, Internet shopping malls, and other avenue of distribution channels and they hope their retail channel behave like extensions of their own companies. They would like their products to be foremost in the retailer's mind-the first to be proposed and effectively communicated to potential customers. To enable this hope to come reality, they should know each channel's advantages and disadvantages from consumer perspectives. In addition, customer satisfaction is the key determinant of retail customer loyalty. However, there are only a few researches regarding the effects of shopping satisfaction and perceptions on consumers' channel choices and channels. The purpose of this study was to assess Korean consumers' channel choice and satisfaction towards channels they prefer to use in the case of electronic goods shopping. Korean electronic goods retail market is one of good example of multi-channel shopping environments. As the Korea retail market has been undergoing significant structural changes since it had opened to global retailers in 1996, new formats such as hypermarkets, Internet shopping malls and category killers have arrived for the last decade. Korean electronic goods shoppers have seven major channels : (1)category killers (2) hypermarket (3) manufacturer dealer shop (4) Internet shopping malls (5) department store (6) TV home-shopping (7) speciality shopping arcade. Korean retail sector has been modernized with amazing speed for the last decade. Overall summary of major retail channels is as follows: Hypermarket has been number 1 retailer type in sales volume from 2003 ; non-store retailing has been number 2 from 2007 ; department store is now number 3 ; small scale category killers are growing rapidly in the area of electronics and office products in particular. We try to evaluate each channel's equity using a consumer survey. The survey was done by telephone interview with 1000 housewife who lives nationwide. Sampling was done according to 2005 national census and average interview time was 10 to 15 minutes. Ⅱ. Research Summary We have found that seven major retail channels compete with each other within Korean consumers' minds in terms of price and service. Each channel seem to have its unique selling points. Department stores were perceived as the best electronic goods shopping destinations due to after service. Internet shopping malls were perceived as the convenient channel owing to price checking. Category killers and hypermarkets were more attractive in both price merits and location conveniences. On the other hand, manufacturers dealer networks were pulling customers mainly by location and after service. Category killers and hypermarkets were most beloved retail channel for Korean consumers. However category killers compete mainly with department stores and shopping arcades while hypermarkets tend to compete with Internet and TV home shopping channels. Regarding channel satisfaction, the top 3 channels were service-driven retailers: department stores (4.27); dealer shop (4.21); and Internet shopping malls (4.21). Speciality shopping arcade(3.98) were the least satisfied channels among Korean consumers. Ⅲ. Implications We try to identify the whole picture of multi-channel retail shopping environments and its implications in the context of Korean electronic goods. From manufacturers' perspectives, multi-channel may cause channel conflicts. Furthermore, inter-channel competition draws much more attention as hypermarkets and category killers have grown rapidly in recent years. At the same time, from consumers' perspectives, 'buy where' is becoming an important buying decision as it would decide the level of shopping satisfaction. We need to develop the concept of 'channel equity' to manage multi-channel distribution effectively. Firms should measure and monitor their prime channel equity in regular basis to maximize their channel potentials. Prototype channel equity positioning map has been developed as follows. We expect more studies to develop the concept of 'channel equity' in the future.

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