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Exploratory Case Study for Key Successful Factors of Producy Service System (Product-Service System(PSS) 성공과 실패요인에 관한 탐색적 사례 연구)

  • Park, A-Rum;Jin, Dong-Su;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.255-277
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    • 2011
  • Product Service System(PSS), which is an integrated combination of product and service, provides new value to customer and makes companies sustainable as well. The objective of this paper draws Critical Successful Factors(CSF) of PSS through multiple case study. First, we review various concepts and types in PSS and Platform business literature currently available on this topic. Second, after investigating various cases with the characteristics of PSS and platform business, we select four cases of 'iPod of Apple', 'Kindle of Amazon', 'Zune of Microsoft', and 'e-book reader of Sony'. Then, the four cases are categorized as successful and failed cases according to criteria of case selection and PSS classification. We consider two methodologies for the case selection, i.e., 'Strategies for the Selection of Samples and Cases' proposed by Bent(2006) and the seven case selection procedures proposed by Jason and John(2008). For case selection, 'Stratified sample and Paradigmatic cases' is adopted as one of several options for sampling. Then, we use the seven case selection procedures such as 'typical', 'diverse', 'extreme', 'deviant', 'influential', 'most-similar', and 'mostdifferent' and among them only three procedures of 'diverse', 'most?similar', and 'most-different' are applied for the case selection. For PSS classification, the eight PSS types, suggested by Tukker(2004), of 'product related', 'advice and consulancy', 'product lease', 'product renting/sharing', 'product pooling', 'activity management', 'pay per service unit', 'functional result' are utilized. We categorize the four selected cases as a product oriented group because the cases not only sell a product, but also offer service needed during the use phase of the product. Then, we analyze the four cases by using cross-case pattern that Eisenhardt(1991) suggested. Eisenhardt(1991) argued that three processes are required for avoiding reaching premature or even false conclusion. The fist step includes selecting categories of dimensions and finding within-group similarities coupled with intergroup difference. In the second process, pairs of cases are selected and listed. The second step forces researchers to find the subtle similarities and differences between cases. The third process is to divide the data by data source. The result of cross-case pattern indicates that the similarities of iPod and Kindle as successful cases are convenient user interface, successful plarform strategy, and rich contents. The differences between the successful cases are that, wheares iPod has been recognized as the culture code, Kindle has implemented a low price as its main strategy. Meanwhile, the similarities of Zune and PRS series as failed cases are lack of sufficient applications and contents. The differences between the failed cases are that, wheares Zune adopted an undifferentiated strategy, PRS series conducted high-price strategy. From the analysis of the cases, we generate three hypotheses. The first hypothesis assumes that a successful PSS system requires convenient user interface. The second hypothesis assumes that a successful PSS system requires a reciprocal(win/win) business model. The third hypothesis assumes that a successful PSS system requires sufficient quantities of applications and contents. To verify the hypotheses, we uses the cross-matching (or pattern matching) methodology. The methodology matches three key words (user interface, reciprocal business model, contents) of the hypotheses to the previous papers related to PSS, digital contents, and Information System (IS). Finally, this paper suggests the three implications from analyzed results. A successful PSS system needs to provide differentiated value for customers such as convenient user interface, e.g., the simple design of iTunes (iPod) and the provision of connection to Kindle Store without any charge. A successful PSS system also requires a mutually benefitable business model as Apple and Amazon implement a policy that provides a reasonable proft sharing for third party. A successful PSS system requires sufficient quantities of applications and contents.

Multi-day Trip Planning System with Collaborative Recommendation (협업적 추천 기반의 여행 계획 시스템)

  • Aprilia, Priska;Oh, Kyeong-Jin;Hong, Myung-Duk;Ga, Myeong-Hyeon;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.22 no.1
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    • pp.159-185
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    • 2016
  • Planning a multi-day trip is a complex, yet time-consuming task. It usually starts with selecting a list of points of interest (POIs) worth visiting and then arranging them into an itinerary, taking into consideration various constraints and preferences. When choosing POIs to visit, one might ask friends to suggest them, search for information on the Web, or seek advice from travel agents; however, those options have their limitations. First, the knowledge of friends is limited to the places they have visited. Second, the tourism information on the internet may be vast, but at the same time, might cause one to invest a lot of time reading and filtering the information. Lastly, travel agents might be biased towards providers of certain travel products when suggesting itineraries. In recent years, many researchers have tried to deal with the huge amount of tourism information available on the internet. They explored the wisdom of the crowd through overwhelming images shared by people on social media sites. Furthermore, trip planning problems are usually formulated as 'Tourist Trip Design Problems', and are solved using various search algorithms with heuristics. Various recommendation systems with various techniques have been set up to cope with the overwhelming tourism information available on the internet. Prediction models of recommendation systems are typically built using a large dataset. However, sometimes such a dataset is not always available. For other models, especially those that require input from people, human computation has emerged as a powerful and inexpensive approach. This study proposes CYTRIP (Crowdsource Your TRIP), a multi-day trip itinerary planning system that draws on the collective intelligence of contributors in recommending POIs. In order to enable the crowd to collaboratively recommend POIs to users, CYTRIP provides a shared workspace. In the shared workspace, the crowd can recommend as many POIs to as many requesters as they can, and they can also vote on the POIs recommended by other people when they find them interesting. In CYTRIP, anyone can make a contribution by recommending POIs to requesters based on requesters' specified preferences. CYTRIP takes input on the recommended POIs to build a multi-day trip itinerary taking into account the user's preferences, the various time constraints, and the locations. The input then becomes a multi-day trip planning problem that is formulated in Planning Domain Definition Language 3 (PDDL3). A sequence of actions formulated in a domain file is used to achieve the goals in the planning problem, which are the recommended POIs to be visited. The multi-day trip planning problem is a highly constrained problem. Sometimes, it is not feasible to visit all the recommended POIs with the limited resources available, such as the time the user can spend. In order to cope with an unachievable goal that can result in no solution for the other goals, CYTRIP selects a set of feasible POIs prior to the planning process. The planning problem is created for the selected POIs and fed into the planner. The solution returned by the planner is then parsed into a multi-day trip itinerary and displayed to the user on a map. The proposed system is implemented as a web-based application built using PHP on a CodeIgniter Web Framework. In order to evaluate the proposed system, an online experiment was conducted. From the online experiment, results show that with the help of the contributors, CYTRIP can plan and generate a multi-day trip itinerary that is tailored to the users' preferences and bound by their constraints, such as location or time constraints. The contributors also find that CYTRIP is a useful tool for collecting POIs from the crowd and planning a multi-day trip.

A Study on MCC Development for Color Design (색체디자인을 위한 MCC 개발에 관한 연구)

  • Moon, Eun-Bae
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.219-232
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    • 2005
  • Moderns are living within flood of web contents, animation, reflex data etc. as well as sight, product, environment design. There fore, modern consumer has much options. Designer must provide various result for consumer for this reason. And must invent new sensitivity and propose to consumer. As purpose of this MCC sensitivity palette research takes advantage of the most sensitive color, do. Because applying correct sensitivity more than when design with matter already settled, rid private prejudice, and is thing to convey design intention exactly to user. Excellent culture contents must be able to equip international color design sensitivity. MCC sensitivity palette research studies and carries on the head emotion and sensitivity language that is nationality first, and collect End arranged sensitivity adjective through data analysis and picture data analysis that is the next time research leader Munheonjeok. And distributed collected adjective equally, and arrange distributed adjective by field of each sensitivity and collect system. Do 3 colors, 4 colors color scheme in selected sensitivity adjective and completed Simheom version. Result of beta version research to color specialist and designer last digital palette through question and inquiry compose. Through this process, completed more real and correct digital color sensitivity palette. Completed color scheme is operated in www.mcdri.net on web, and also programs to windows base and developed to software. MCC color scheme palette that research result is made includes sensitivity data database. This database can use directly in industry and continuous development is available. Software can search color scheme in language and idea development through classification search that use 3 attributes of color is available there is cough data of each output device different color error.

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A Policy-Based Meta-Planning for General Task Management for Multi-Domain Services (다중 도메인 서비스를 위한 정책 모델 주도 메타-플래닝 기반 범용적 작업관리)

  • Choi, Byunggi;Yu, Insik;Lee, Jaeho
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.12
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    • pp.499-506
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    • 2019
  • An intelligent robot should decide its behavior accordingly to the dynamic changes in the environment and user's requirements by evaluating options to choose the best one for the current situation. Many intelligent robot systems that use the Procedural Reasoning System (PRS) accomplishes such task management functions by defining the priority functions in the task model and evaluating the priority functions of the applicable tasks in the current situation. The priority functions, however, are defined locally inside of the plan, which exhibits limitation for the tasks for multi-domain services because global contexts for overall prioritization are hard to be expressed in the local priority functions. Furthermore, since the prioritization functions are not defined as an explicit module, reuse or extension of the them for general context is limited. In order to remove such limitations, we propose a policy-based meta-planning for general task management for multi-domain services, which provides the ability to explicitly define the utility of a task in the meta-planning process and thus the ability to evaluate task priorities for general context combining the modular priority functions. The ontological specification of the model also enhances the scalability of the policy model. In the experiments, adaptive behavior of a robot according to the policy model are confirmed by observing the appropriate tasks are selected in dynamic service environments.

A Study on Archive Description Using RiC-CM (RiC-CM을 적용한 영구기록물 기술방안 연구)

  • Kim, Soohyun;Lee, Sungsook
    • Journal of Korean Society of Archives and Records Management
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    • v.20 no.1
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    • pp.115-137
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    • 2020
  • This study aims to examine the limitations of status that describe archives based on the Archival rules, and to propose a new method using the Records in Context - Conceptual model (RiC-CM) as a solution. Given this, the study conducted literature reviews and case studies. The solutions based on RiC-CM and its effects on the limitations of the existing environment are as follows. First, RiC-CM can describe multiple provenances about archives. This can be solved by defining individual records and provenances as "entity" and expressing their associations as relationships. The interrelation of entities alone can more accurately represent the information of provenances associated with a particular archive, making it easier to identify the overall context that makes records. Second, RiC-CM can link related files. Those that belong to a specific records group (fonds) can be resolved by assigning them to individual entities and making interrelation according to the context that makes records. This method makes it possible to serve information about the context that makes records. From the user's point of view, more options are available for searching records. Third, RiC-CM can link all relevant producer-made records related to a specific production organization. If organizations are related to each other, they can be defined as "entity," and their relationship can be expressed as "associated with." It helps to comprehensively examine the context of provenances. The findings of this study are expected to be used as a basis for future research on RiC-CM, in response to the paradigm shift for electronic records management systems.

6TALK : Implementation of NAT-PT/SIIT and enhanced ALG

  • 이주철;호용근;신명기;김형준
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.701-705
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    • 2002
  • This paper describes implementation of IPv6-IPv4 transition toolbox named as 6TALK(IPv6 TrAansLator of Krv6) and some scenarios using 6TALK which enables IPv6 island to connect other IPv6 island or IPv4 island seamlessly. 6TALK implements some transition mechanisms suggested in NGTrans Working Group of IETF. Those mechanisms are composed of basic mechanism, tunneling, and applied mechanism such as DSTM. 6TALK provides functions which enable IPv6 network at the edge of existing network to communicate with IPv4 network by using these transition mechanisms. As major transition mechanisms in 6TALK we adopt NAT-PT/SIIT and DSTM/DSTM options and as implementation environment we use Linux Kernel 2.4.18 and Netfilter framework. Software modules implemented in Linux kernel was ported to hardware box using Motorola MPC 8260 processor. The transition mechanisms used in 6TALK are the ones predicted to be used in initial transition step to IPv6.

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Factors Influencing Fintech's Customer Loyalty for Cross Border Payments: Mediating Customer Satisfaction (국경간 핀테크 결제거래에서 고객충성도에 영향을 미치는 요인에관한 연구: 고객만족의 매개효과를 중심으로)

  • Rehman, Usman;Ha, Kyu Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.6
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    • pp.287-297
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    • 2021
  • The goal of this study is to investigate and provide information to the Fintech Industry on the main factors responsible for customer loyalty via the mediating effect of customer satisfaction. Secondly, providing traditional banking reasons for customer shifts from banking to Fintech, therefore these factors could be more focused. The consumer choices presented in this study can thus serve as a foundation for further research into post-adoption behaviors associated with Fintech for cross-border payments. This study examines consumer evaluations of how key attributes of fintech using mobile payment services affect their choice by using a conjoint analysis approach, which allows for the approximation of user preferences for specific features. In our study we have used SPSS 26 to test the reliability and mediation effect on the sample size of 348 people who regularly used Fintech for cross border payments. All the questionnaires were prepared if the customers were given fintech as an option instead of traditional banks to send their remittances abroad. The result shows that(Service Quality, Customer's trust and product quality) effecting customer satisfaction significantly would be very helpful for the current fintechs working for home remittances to improve these factors and would serve as a benchmark for the upcoming fintech startups and traditional banks to focus on these factors and catch up the fintech Industry. Finally, it is argued that, in order to be successful, focusing on service quality, customer trust, and product quality triggered customer loyalty for the Fintech in comparison to other traditional options for cross-border payments via the mediation effect of customer satisfaction.

A Study of the Beauty Commerce Customer Segment Classification and Application based on Machine Learning: Focusing on Untact Service (머신러닝 기반의 뷰티 커머스 고객 세그먼트 분류 및 활용 방안: 언택트 서비스 중심으로)

  • Sang-Hyeak Yoon;Yoon-Jin Choi;So-Hyun Lee;Hee-Woong Kim
    • Information Systems Review
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    • v.22 no.4
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    • pp.75-92
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    • 2020
  • As population and generation structures change, more and more customers tend to avoid facing relation due to the development of information technology and spread of smart phones. This phenomenon consists with efficiency and immediacy, which are the consumption patterns of modern customers who are used to information technology, so offline network-oriented distribution companies actively try to switch their sales and services to untact patterns. Recently, untact services are boosted in various fields, but beauty products are not easy to be recommended through untact services due to many options depending on skin types and conditions. There have been many studies on recommendations and development of recommendation systems in the online beauty field, but most of them are the ones that develop recommendation algorithm using survey or social data. In other words, there were not enough studies that classify segments based on user information such as skin types and product preference. Therefore, this study classifies customer segments using machine learning technique K-prototypesalgorithm based on customer information and search log data of mobile application, which is one of untact services in the beauty field, based on which, untact marketing strategy is suggested. This study expands the scope of the previous literature by classifying customer segments using the machine learning technique. This study is practically meaningful in that it classifies customer segments by reflecting new consumption trend of untact service, and based on this, it suggests a specific plan that can be used in untact services of the beauty field.

Exploring a Balanced Share of Slow Charging Options by Places Based on Heterogeneous Travel and Charging Behavior of Electric Vehicle Users (장소별 완속충전기 적정 보급 비율에 관한 연구 : 전기차 이용자의 통행 및 충전행태에 따른 이질성을 중심으로)

  • Jae Hyun Lee;Seo Youn Yoon;Hyeonmi Kim
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.6
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    • pp.21-35
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    • 2022
  • With the support of local and central governments, various incentive policies for "green" cars have been established, and the number of electric vehicle users has been rapidly increasing in recent years. As a result, much attention is being given to establishing a user-centered charging infrastructure. A standard for the number of electric vehicle chargers to be supplied is being prepared based on building characteristics, but there is quite limited research on the appropriate ratio of slow and fast chargers based on the characteristics of each place. Therefore, this study derived an appropriate penetration ratio based on data about the distribution ratio of common slow chargers. These data were collected using a survey of actual electric vehicle users. Next, an analysis was done on how to categorize the needs of charging environments and to determine what criteria or characteristics to use for categorization. Based on the results of the survey analysis, three types of places were derived. Type-1 places require 10% of chargers to be slow chargers, Type-2 places require 40-60% of chargers to be slow chargers (i.e., around equal distribution of slow and fast chargers), and Type-3 places require more than 80% of chargers to be slow chargers. The required levels of slow chargers were classified by place type and by individual using latent class cluster analysis, which made it possible to categorize them into five clusters related to socioeconomic variables, vehicle characteristics, traffic, and charging behaviors. It was found that there was a high correlation between charging behavior, weekend travel behavior, gender, and income. The results and insights from this study could be used to establish charging infrastructure policies in the future and to prepare standards for supplying charging infrastructure according to changes in the electric vehicle market.

Literature Review on Applying Digital Therapeutic Art Therapy for Adolescent Substance Addiction Treatment (청소년 마약류 중독 치료를 위한 디지털치료제 예술치료 적용을 위한 문헌연구)

  • Jiwon Kim;Daniel H. Byun
    • Trans-
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    • v.16
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    • pp.1-31
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    • 2024
  • The advent of digital media has facilitated easy access for adolescents to environments conducive to the purchase of narcotics. In particular, there's an increasing trend in the purchase and consumption of narcotics mediated through Social Network Services (SNS) and messenger services. Adolescents, sensitive to such environments, are at risk of experiencing neurological and mental health issues due to narcotic addiction, increasing their exposure to criminal activities, hence necessitating national-level management and support. Consequently, the quest for sustainable treatment methods for adolescents exposed to narcotics emerges as a critical challenge. In the context of high relapse rates in narcotic addiction, the necessity for cost-effective and user-friendly treatment programs is emphasized. This study conducts a literature review aimed at utilizing digital platforms to create an environment where adolescents can voluntarily participate, focusing on the development of therapeutic content through art. Specifically, it reviews societal perceptions and treatment statuses of adolescent drug addiction, analyzes the impact of narcotic addiction on adolescent brain activity and cognitive function degradation, and explores approaches for developing digital therapeutics to promote the rehabilitation of the addicted brain through analysis of precedential case studies. Moreover, the study investigates the benefits that the integration of digital therapeutic approaches and art therapy can provide in the treatment process and proposes the possibility of enhancing therapeutic effects through various treatment programs such as drama therapy, music therapy, and art therapy. The application of art therapy methods is anticipated to offer positive effects in terms of tool expansion, diversification of expression, data acquisition, and motivation. Through such approaches, an enhancement in the effectiveness of treatments for adolescent narcotic addiction is anticipated. Overall, this study undertakes foundational research for the development of digital therapeutics and related applications, offering economically viable and sustainable treatment options in consideration of the societal context of adolescent narcotic addiction.