• 제목/요약/키워드: customer space

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고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 - (A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective -)

  • 신영철;정승렬
    • 인터넷정보학회논문지
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    • 제14권5호
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    • pp.101-117
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    • 2013
  • 오늘날 온라인 콘텐츠 시장이 위축되고 모바일 콘텐츠 시장이 활성화 되는 시점에서 온라인 콘텐츠시장에서 성공과 매출증대를 위해서는 어떠한 노력이 필요한가? 온라인 콘텐츠 사업에 관련된 연구에서는 고객 충성도의 증가가 사업 성공의 주요한 요인임을 제안하고 있다. 온라인 환경에서 사용자 행동에 대한 연구에 따르면, 이용자는 온라인서비스를 이용하면서 몰입(Flow)을 경험하게 되며, 몰입 상태에 이르면 이용자는 서비스를 지속적으로 이용하게 된다. 온라인 게임에 대한 고객충성도가 높다는 것은 이 온라인 게임을 앞으로도 계속 이용하겠다는 의지가 높다는 것을 의미한다. 이에, 본 연구에서는 소비자가 온라인 게임을 플레이하면서 자연스럽게 몰입을 할 수 있는 요소가 무엇이며, 게임의 재미를 더 할 수 있는 온라인 게임의 속성이 무엇인지를 밝히며 이러한 요소들이 고객 충성도를 높이기 위한 중요한 요소임을 검증하고, 온라인 게임을 개발 또는 서비스하는 업체의 매출증대를 위하여 소비자가 원하는 재미있는 게임의 중요 요소가 무엇이며 어디에 촛점을 맞추어 개발을 진행해야 하는지 방향성을 제시하는데 목적이 있다고 할 수 있다.

Conceptual Design of a Multi-Rotor Unmanned Aerial Vehicle based on an Axiomatic Design

  • Yoo, Dong-Wan;Won, Dae-Yeon;Tahk, Min-Jea
    • International Journal of Aeronautical and Space Sciences
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    • 제11권2호
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    • pp.126-130
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    • 2010
  • This paper presents the conceptual design of a multi-rotor unmanned aerial vehicle (UAV) based on an axiomatic design. In most aerial vehicle design approaches, design configurations are affected by past and current design tendencies as well as an engineer's preferences. In order to design a systematic design framework and provide fruitful design configurations for a new type of rotorcraft, the axiomatic design theory is applied to the conceptual design process. Axiomatic design is a design methodology of a system that uses two design axioms by applying matrix methods to systematically analyze the transformation of customer needs into functional requirements (FRs), design parameters (DPs), and process variables. This paper deals with two conceptual rotary wing UAV designs, and the evaluations of tri-rotor and quad-rotor UAVs with proposed axiomatic approach. In this design methodology, design configurations are mainly affected by the selection of FRs, constraints, and DPs.

건축디자인에서 디지털디자인의 적용가능성에 관한 연구 (A Study on the Possibility of Digital Design in Architectural Design)

  • 장영희
    • 한국디지털건축인테리어학회논문집
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    • 제2권1호
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    • pp.1-8
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    • 2002
  • Purpose of this study is studying direction that change of design by development of new digital technology. And with new technology, find direction of architectural design. Digital technology for architectural design demonstrates hightechnology or is not limit. Must recognize change for our idea and necessity. We can know change in relation of photography and impressionism. Idea and hitting on a thought which is arts by new technology changed. Finally, we must develop techniques of design on the basis of technology and look for possibility of new expression. Digital medium expands communication with designer and customer because there is special quality of nonlinearity, interactivity and audiovisuality unlike old medium. Digital medium can take advantage of techniques of new design. Can construct R&D and database of design and improve quality of design. Designer must master use skill to take advantage of digital technology in design. Because quality of design becomes different according to degree that use. Also, developer of digital technology must supply design tool such as previous design method. Creativity that architectural design that allow fetters in digital technology can understand design in new viewpoint is required. Architectural design may be magnified by architectural design that allow fetters in multimedia. We may see experience between new time and space of architectural design and reappearance space reappeared in cyberspace. Architect is going to run role as developer of culture. Value and technology of digital design may offer more more possibility and an opportunity since Intustrial-Revolution.

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무인점포의 서비스스케이프가 소비자 행동의도에 미치는 영향 (Effect of Servicescape on Customer Behavior Intention in Unmanned Stores)

  • 강성배;김효진
    • 한국정보시스템학회지:정보시스템연구
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    • 제31권1호
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    • pp.91-113
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    • 2022
  • Purpose In the era of the 4th industrial revolution, the introduction of unmanned stores is rapidly spreading throughout the entire distribution market. Unmanned stores are stores where consumers purchase products on their own through machines and not through contact with people. As there are no managers in unmanned stores, Servicescape is expected to have many effects on the purchasing behavior of consumers. Therefore, this study aims to observe the effect of Servicescape on consumer behavioral intentions. Design/methodology/approach This study wanted to look at the relationships among Servicescape in unmanned stores, utilitarian values, hedonic values, satisfaction, and continuous use intentions. The collected(n=211) from individuals who have experienced in using unmanned stores was analyzed with SmartPLS2.0 to test proposed hypotheses. Findings The research results are as follows. First, it was shown that the space, convenience, and comfortableness of Servicescape have positive effects on utilitarian value, and cleanliness did not have significant effects on utilitarian value. Second, it was shown that space and comfortableness had positive effects on hedonic value, and convenience and cleanliness did not have significant effects on hedonic value. Lastly, it was shown that utilitarian values and hedonic values have positive effects on satisfaction, and satisfaction was found to have positive effects on continuous use intentions.

서울특별시도시철도공사 STnF 구축과 성과 (SMRT STnF Construction and Performance)

  • 이종계;박종헌;김기춘
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 2011년도 정기총회 및 추계학술대회 논문집
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    • pp.2573-2580
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    • 2011
  • SMRT(Seoul Metropolitan Rapid Transit Corporation) changed PC-oriented office system to Smart-Phone oriented mobile office system(STnF: SMRT Talk & Flash), and provided smart phone to all staffs. STnF make it possible not only voice communication between staff, but also to input and inquiry all kind of information related to work(ex: Facility maintenance, Rolling Stock management, office management, Finance, human resource etc.) based on smart phone. STnF conquers the limitation of time and space. All staffs can commute to the site directly to reduce moving time and to share information between staffs, so SMRT improve speed and reliability of work by making a quick decision and action on the spot. After introduction of STnF, within 1 year, the equipment failure ratio fell to 47%. Mobile office system reduced and level-off the step of approval. so enhanced civil customer service. Quantification and scientific movement of work make it fast evolution and development. These business improvement make it possible to put more outstanding manpower on new business and R&D project, and this contributes to company's management effectiveness.

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역세권에 연계한 주거.업무시설 시장현황 및 전망 연구 (A Study on the Market Conditions and Foreacast of housing and office market relating with Station Area Development)

  • 선상훈;박종군;김주영;김은주
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 2011년도 정기총회 및 추계학술대회 논문집
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    • pp.1766-1784
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    • 2011
  • In the past, station-area development projects were proceeded for modernizing the station facilities and improving the customer's convenience facilities by attracting private financing. But the site of station-are a development has a limitation that limits of benefits comparing with initial cost and absence of collateral by constructed the national property. For the advancing business value, merchandising facilities were adopted. There were many problems like coming the loss of city development opportunities. Now, station-area developments are considered the station and city plan. so, they are rapidly rised up the life in the station, need of making cultural space, improvement efficiency, combination and connectivity of transportation system and need of journey to Work Distance. Accordingly, this study suggests the station-area development projects by analysis of market conditions and forecast about housing and office that meets the trend of station-area development and secures feasible business value.

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자동차 주행 시뮬레이터의 운동감 재현 및 감성평가를 위한 감성어휘의 수집 (A Human Sensibility Ergonomics Method for Vehicle Driving Simulator and Verbal Expressions Collected)

  • 정영훈;엄성숙;손권;최경현
    • 대한인간공학회지
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    • 제19권2호
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    • pp.1-14
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    • 2000
  • Driving simulators have been developed for evaluating users' reaction to various driving situations. Dynamic simulators have, however, limitations of the motion feedback in space. Therefore, this paper presents a driving simulator and suggests a human sensibility ergonomics (kansei engineering) method to be used in improving sense of motion through a vehicle simulator. Human sensibility ergonomics(kansei engineering) is defined as translating technology of the customer' feeling about a new product into design elements. Constituents of the simulator were defined and the virtual world was generated by the object modeling technique. Senses perceived were classified into feelings of velocity, acceleration, rotation, and vibration based on the human sensibility associated with driving. And the most frequent verbal expressions were collected from 17 male subjects to define complex human sensibility.

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M/M(a, b ; ${\mu}_k$)/1 배치 서비스 대기모델에 대한 연구 (A Study on M / M (a, b ; ${\mu}_k$) / 1 Batch Service Queueing Model)

  • 이화기;정경일
    • 대한산업공학회지
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    • 제21권3호
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    • pp.345-356
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    • 1995
  • The aim of this paper is to analyze the batch service queueing model M/M(a, b ; ${\mu}_k/1$) under general bulk service rule with mean service rate ${\mu}_k$ for a batch of k units, where $a{\leq}k{\leq}b$. This queueing model consists of the two-dimensional state space so that it is characterized by two-dimensional state Markov process. The steady-state solution and performane measure of this process are derived by using Matrix Geometric method. Meanwhile, a new approach is suggested to calculate the two-dimensional traffic density R which is used to obtain the steady-state solution. In addition, to determine the optimal service initiation threshold a, a decision model of this queueing system is developed evaluating cost of service per batch and cost of waiting per customer. In a job order production system, the decision-making procedure presented in this paper can be applicable to determining when production should be started.

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SAN환경 공유 곡일 시스템의 온라인 리사이징 (Online Resizing of Shared File System In SAN Environment)

  • 임승호;이주평;조준우;박규호
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 하계종합학술대회 논문집 Ⅲ
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    • pp.1633-1636
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    • 2003
  • In this paper, we developed the scheme to grow to use newly added disk space without having to kill the application, unmount file system. This scheme, called online resizing, can resize the file system layout with the advent of Logical Volume Manager. The online resizing scheme is designed and implemented in linux cluster system where multiple hosts share the disk data in storage area network environment. It is incorporated with SANfs shared file system and can perform resizing technique with SANfs-VM volume manager. The experimental result shows that it can maximize the availability and capacity of the SANfs system which are important for modem servers where must not lose their customer.

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인터넷쇼핑몰에서 Flow가 소비자 구매의도에 미치는 영향에 관한 연구 (A Study on the Effects of Flow on Customer Purchase Intention in Internet Shopping Malls)

  • 안운석;박종원
    • 품질경영학회지
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    • 제32권2호
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    • pp.24-36
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    • 2004
  • In order for electronic commerce to be successful, it must have a theoretical framework that considers the characteristics of the internet user who are consumers in the cyber space and impacts their purchase intentions. We were able to obtain participations of 316 people, and derived statistics by means of SPSS/PC version 10.0 and Amos 4.0 statistics package. We found that, the higher the degree of skill and the sense of challenge, the level of involvement and perceived service quality increased. And the degree of skill has a negative influence on awareness of perceived risk than the sense of challenge. Perceived service quality, perceived risk and involvement has a influence on purchase intentions.