• Title/Summary/Keyword: business contents

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A Case Study on the Innovation of CMS in the public enterprise (공기업의 컨텐츠관리시스템(CMS) 혁신 사례에 관한 연구)

  • Hong, Han-Guk;Park, Ji-Yeong
    • Journal of Korea Technology Innovation Society
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    • v.8 no.1
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    • pp.154-182
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    • 2005
  • Many government agents are willing to provide better service to citizen via information technologies. This is called e-Government, and it needs a CMS to manage numerous contents. However, a CMS doesn't manage contents from the viewpoint of quality. In this research, the QCMS the system to manage contents by using information resource registry, is proposed. Information resource registry includes a flow chart and four matrices. Behavioral patterns of organizations and contents can be got from information resource registry. It makes a top manager understand the state of the business and make proper strategic decisions. The strategies can improve the business. Through the case of a public enterprise, we examine how the QCMS works and makes strategies from behavioral patterns of organizations and contents.

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A study on the Revenue model of Character business on the Internet (인터넷상에서 캐릭터를 활용한 수익 모델에 관한 연구)

  • Kim, Joon-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.78-83
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    • 2004
  • In the early days, we could be provided almost internet contents without pay. It's been turning out the time we need to pay for getting some internet contents as it has become one of important media. It's already been a kind of big market. We need to develop the revenue model of character brand in the internet business. Character brand could make the internet contents on a position of advantage. We've made the revenue through using character brand and making commodities and services more valuable. We use the internet in a wide range of daily life communication. It's expected to extend. It's needed to study which kind of revenue model is existed at the moment.

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Data Mining Approach to Predicting Serial Publication Periods and Mobile Gamification Likelihood for Webtoon Contents

  • Jang, Hyun Seok;Lee, Kun Chang
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.4
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    • pp.17-24
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    • 2018
  • This paper proposes data mining models relevant to the serial publication periods and mobile gamification likelihood of webtoon contents which were either serialized or completed in platform. The size of the cartoon industry including webtoon takes merely 1% of the total entertainment contents industry in Korea. However, the significance of webtoon business is rapidly growing because its intellectual property can be easily used as an effective OSMU (One Source Multi-Use) vehicle for multiple types of contents such as movie, drama, game, and character-related merchandising. We suggested a set of data mining classifiers that are deemed suitable to provide prediction models for serial publication periods and mobile gamification likelihood for the sake of webtoon contents. As a result, the balanced accuracies are respectively recorded as 85.0% and 59.0%, from the two models.

Visualizing the Results of Opinion Mining from Social Media Contents: Case Study of a Noodle Company (소셜미디어 콘텐츠의 오피니언 마이닝결과 시각화: N라면 사례 분석 연구)

  • Kim, Yoosin;Kwon, Do Young;Jeong, Seung Ryul
    • Journal of Intelligence and Information Systems
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    • v.20 no.4
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    • pp.89-105
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    • 2014
  • After emergence of Internet, social media with highly interactive Web 2.0 applications has provided very user friendly means for consumers and companies to communicate with each other. Users have routinely published contents involving their opinions and interests in social media such as blogs, forums, chatting rooms, and discussion boards, and the contents are released real-time in the Internet. For that reason, many researchers and marketers regard social media contents as the source of information for business analytics to develop business insights, and many studies have reported results on mining business intelligence from Social media content. In particular, opinion mining and sentiment analysis, as a technique to extract, classify, understand, and assess the opinions implicit in text contents, are frequently applied into social media content analysis because it emphasizes determining sentiment polarity and extracting authors' opinions. A number of frameworks, methods, techniques and tools have been presented by these researchers. However, we have found some weaknesses from their methods which are often technically complicated and are not sufficiently user-friendly for helping business decisions and planning. In this study, we attempted to formulate a more comprehensive and practical approach to conduct opinion mining with visual deliverables. First, we described the entire cycle of practical opinion mining using Social media content from the initial data gathering stage to the final presentation session. Our proposed approach to opinion mining consists of four phases: collecting, qualifying, analyzing, and visualizing. In the first phase, analysts have to choose target social media. Each target media requires different ways for analysts to gain access. There are open-API, searching tools, DB2DB interface, purchasing contents, and so son. Second phase is pre-processing to generate useful materials for meaningful analysis. If we do not remove garbage data, results of social media analysis will not provide meaningful and useful business insights. To clean social media data, natural language processing techniques should be applied. The next step is the opinion mining phase where the cleansed social media content set is to be analyzed. The qualified data set includes not only user-generated contents but also content identification information such as creation date, author name, user id, content id, hit counts, review or reply, favorite, etc. Depending on the purpose of the analysis, researchers or data analysts can select a suitable mining tool. Topic extraction and buzz analysis are usually related to market trends analysis, while sentiment analysis is utilized to conduct reputation analysis. There are also various applications, such as stock prediction, product recommendation, sales forecasting, and so on. The last phase is visualization and presentation of analysis results. The major focus and purpose of this phase are to explain results of analysis and help users to comprehend its meaning. Therefore, to the extent possible, deliverables from this phase should be made simple, clear and easy to understand, rather than complex and flashy. To illustrate our approach, we conducted a case study on a leading Korean instant noodle company. We targeted the leading company, NS Food, with 66.5% of market share; the firm has kept No. 1 position in the Korean "Ramen" business for several decades. We collected a total of 11,869 pieces of contents including blogs, forum contents and news articles. After collecting social media content data, we generated instant noodle business specific language resources for data manipulation and analysis using natural language processing. In addition, we tried to classify contents in more detail categories such as marketing features, environment, reputation, etc. In those phase, we used free ware software programs such as TM, KoNLP, ggplot2 and plyr packages in R project. As the result, we presented several useful visualization outputs like domain specific lexicons, volume and sentiment graphs, topic word cloud, heat maps, valence tree map, and other visualized images to provide vivid, full-colored examples using open library software packages of the R project. Business actors can quickly detect areas by a swift glance that are weak, strong, positive, negative, quiet or loud. Heat map is able to explain movement of sentiment or volume in categories and time matrix which shows density of color on time periods. Valence tree map, one of the most comprehensive and holistic visualization models, should be very helpful for analysts and decision makers to quickly understand the "big picture" business situation with a hierarchical structure since tree-map can present buzz volume and sentiment with a visualized result in a certain period. This case study offers real-world business insights from market sensing which would demonstrate to practical-minded business users how they can use these types of results for timely decision making in response to on-going changes in the market. We believe our approach can provide practical and reliable guide to opinion mining with visualized results that are immediately useful, not just in food industry but in other industries as well.

Development Strategies for Business GIS Based on NGIS (NGIS 기반하의 Business GIS 발전방안)

  • Lee, Bong-Gyou;Song, Ji-Young
    • Journal of Korea Spatial Information System Society
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    • v.7 no.2 s.14
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    • pp.3-14
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    • 2005
  • The purpose of this study is to present the role of NGIS(National Geographic Information System) and the development strategy for Business GIS in the ubiquitous society. We analyze the level of GIS technology with the ICT(Information Communication Technology) as well as GIS application trends especially in location-based circumstances. Also, we advocate not only making GIS contents to meet the international standards such as GML(Geography Markup Language) and TPEG(Transport Protocol Experts Group) but applying GIS as a killer application to oncoming diverse ICT areas including LBS(Location -Based Service), Telematics, ITS(Intelligent Transport System), gCRM(geographic Customer Relationship Management), DMB(Digital Multimedia Broadcasting), u(ubiquitous)-City and u-Town. Finally, we build a conceptual Business GIS model based on NGIS for QoS, standardization, R&D, education, and security.

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Design and Implementation of a Web Contents Management System based on XML Components (XML 컴포넌트 기반의 웹 컨텐츠 관리 시스템의 설계 및 구현)

  • 이석재;정소영;유재수;조기형
    • Journal of Internet Computing and Services
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    • v.3 no.6
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    • pp.63-77
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    • 2002
  • Recently, roost of the companies have, utilized internet with the purpose of business. According to this tendency, each company is exchanging various information and offering services of e-business through Web-Site. Contents on Web-Site are getting huge and the period of contents renewal is getting short. Consequently, each company is faced with many problems for the contents management because of specialization and fractionation of contents. A contents management system that creates, maintains and manages efficiently and conveniently contents on Web-Site toward solving these problems is very required. in this paper, we design and implement such a web contents management system. It also supports dynamic web page publication based on the XML components.

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Characteristics of Fashion Contents of Domestic Male Fashion YouTubers (국내 남성 패션 유튜버 및 패션 콘텐츠 특성 연구)

  • Hong, YunJung
    • Journal of Fashion Business
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    • v.26 no.1
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    • pp.119-139
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    • 2022
  • This study analyzed characteristics of domestic male fashion YouTubers and fashion contents in accordance with the need to analyze various content demands and testes of male consumers in the fashion industry. Using literature research and fashion expert evaluation, characteristic factors of fashion YouTubers were derived and the popular content of fashion YouTubers was classified by subject to analyze contents according to characteristics of YouTubers. Based on literature research, ten representative male fashion YouTubers were evaluated by fashion experts. Characteristics of male fashion contents in Korea were derived from attractiveness-friendliness, friendliness, professionalism-friendliness, and expertise. Contents of male fashion YouTubers were mainly composed of styling contents that could feed back daily looks, fashion-related information contents, and Vlogs. They mainly dealt with daily fashion coordination evaluation made by YouTubers. Based on the proportion of fashion information easily accessed by ordinary men through single fashion item's recommendations, shopping know-how or styling tip was mainly dealt with. This study was significant in that it analyzed characteristics and contents of male fashion YouTubers according to the need to analyze various content demands and tastes of male consumers who have recently emerged as an important consumer group in the fashion industry.

Customer Identification Service Platform for Interaction between Business Firms and Customers using Beacon (비콘을 이용한 사업장과 고객간 상호작용을 위한 고객식별 서비스 플랫폼)

  • Kim, Tae Woong
    • Smart Media Journal
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    • v.6 no.4
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    • pp.17-23
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    • 2017
  • In recent days, all the business firms use IT-based services in a variety of ways to facilitate their consumer activities. A typical example is location-based services that send advertisements or discount coupons when a customer approaches near the business place. This is not the direct interaction between the business firms and the customer, and it is one of the way of sending the business related contents to the customer's smart-phone regardless of the customer's intention. The Business firms does not know in real time which customers sent promotional contents. Recently most of the business services are in this way. Therefore, a new type of location-based customer service is required for interaction between the business firm and the customer. This is a system that automatically identifies which customer visit a business place when the customer visits the business place delivers them to the computer of the business place in real time, and provides business customized services using the information. In this paper, we have developed a service based platform to identify the customer as well as interact with the customer based on the location based service using Beacon. This system will also provide an open platform environment that can be easily accessible to the various business firms, rather than limited to a specific business firms.

A Study on the Relation between Mathematics Learning Contents of High School Liberal Arts Course and Major Fields of College of Business Administration (고등학교 인문계 수학과 대학 경상계열 전공학문과의 연계성)

  • Park, Yeongyong;Lee, Heonsoo
    • Journal of the Korean School Mathematics Society
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    • v.20 no.4
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    • pp.423-443
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    • 2017
  • In this paper, In this paper, we study the recognition of undergraduate students and professors about the relation between mathematics learning contents of high school liberal arts course and major fields of college of business administration. We chose 155 undergraduate students and 6 professors at college of business administration in M university and investigate their recognition about the relation between mathematics learning contents of high school liberal arts course and major fields of college of business administration. We found following facts. First, mathematics education in high school should be based on understanding of mathematical conceptions and principles rather than problem-solving skills to intensifying the relation between mathematics of high school liberal arts course and major fields of college of business administration. Second, we have impressed upon them, whom are going to college of business administration, the need for more mathematics to study a major field.

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A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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