• Title/Summary/Keyword: customer space

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A New Item Recommendation Procedure Using Preference Boundary

  • Kim, Hyea-Kyeong;Jang, Moon-Kyoung;Kim, Jae-Kyeong;Cho, Yoon-Ho
    • Asia pacific journal of information systems
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    • v.20 no.1
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    • pp.81-99
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    • 2010
  • Lately, in consumers' markets the number of new items is rapidly increasing at an overwhelming rate while consumers have limited access to information about those new products in making a sensible, well-informed purchase. Therefore, item providers and customers need a system which recommends right items to right customers. Also, whenever new items are released, for instance, the recommender system specializing in new items can help item providers locate and identify potential customers. Currently, new items are being added to an existing system without being specially noted to consumers, making it difficult for consumers to identify and evaluate new products introduced in the markets. Most of previous approaches for recommender systems have to rely on the usage history of customers. For new items, this content-based (CB) approach is simply not available for the system to recommend those new items to potential consumers. Although collaborative filtering (CF) approach is not directly applicable to solve the new item problem, it would be a good idea to use the basic principle of CF which identifies similar customers, i,e. neighbors, and recommend items to those customers who have liked the similar items in the past. This research aims to suggest a hybrid recommendation procedure based on the preference boundary of target customer. We suggest the hybrid recommendation procedure using the preference boundary in the feature space for recommending new items only. The basic principle is that if a new item belongs within the preference boundary of a target customer, then it is evaluated to be preferred by the customer. Customers' preferences and characteristics of items including new items are represented in a feature space, and the scope or boundary of the target customer's preference is extended to those of neighbors'. The new item recommendation procedure consists of three steps. The first step is analyzing the profile of items, which are represented as k-dimensional feature values. The second step is to determine the representative point of the target customer's preference boundary, the centroid, based on a personal information set. To determine the centroid of preference boundary of a target customer, three algorithms are developed in this research: one is using the centroid of a target customer only (TC), the other is using centroid of a (dummy) big target customer that is composed of a target customer and his/her neighbors (BC), and another is using centroids of a target customer and his/her neighbors (NC). The third step is to determine the range of the preference boundary, the radius. The suggested algorithm Is using the average distance (AD) between the centroid and all purchased items. We test whether the CF-based approach to determine the centroid of the preference boundary improves the recommendation quality or not. For this purpose, we develop two hybrid algorithms, BC and NC, which use neighbors when deciding centroid of the preference boundary. To test the validity of hybrid algorithms, BC and NC, we developed CB-algorithm, TC, which uses target customers only. We measured effectiveness scores of suggested algorithms and compared them through a series of experiments with a set of real mobile image transaction data. We spilt the period between 1st June 2004 and 31st July and the period between 1st August and 31st August 2004 as a training set and a test set, respectively. The training set Is used to make the preference boundary, and the test set is used to evaluate the performance of the suggested hybrid recommendation procedure. The main aim of this research Is to compare the hybrid recommendation algorithm with the CB algorithm. To evaluate the performance of each algorithm, we compare the purchased new item list in test period with the recommended item list which is recommended by suggested algorithms. So we employ the evaluation metric to hit the ratio for evaluating our algorithms. The hit ratio is defined as the ratio of the hit set size to the recommended set size. The hit set size means the number of success of recommendations in our experiment, and the test set size means the number of purchased items during the test period. Experimental test result shows the hit ratio of BC and NC is bigger than that of TC. This means using neighbors Is more effective to recommend new items. That is hybrid algorithm using CF is more effective when recommending to consumers new items than the algorithm using only CB. The reason of the smaller hit ratio of BC than that of NC is that BC is defined as a dummy or virtual customer who purchased all items of target customers' and neighbors'. That is centroid of BC often shifts from that of TC, so it tends to reflect skewed characters of target customer. So the recommendation algorithm using NC shows the best hit ratio, because NC has sufficient information about target customers and their neighbors without damaging the information about the target customers.

A Study of the Characteristics of Perception According to Gender in the Image Evaluation of Cafe Facades (카페 파사드의 이미지평가에 나타난 성별 지각특성에 관한 연구)

  • Son, Kwang-Ho;Choi, Gae-Young
    • Korean Institute of Interior Design Journal
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    • v.23 no.2
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    • pp.99-107
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    • 2014
  • Façade design makes the customer to select and remember of commercial space. Therefore, if it can be identified characteristics of perception in image evaluation, it will be possible to easy visiting space and re-selection with motivation through identity and differentiation of commercial space. For this study, cafes among commercial facilities were selected for the appreciation of the differentiated design features attracting customer's eyes through space image evaluation by gender. The followings are the conclusions drawn from the study. First, when the features of mean and deviation of [Factor 1] were employed for the appreciation of the perceptual characteristics of both men and women, it was clearly found that customers regards the facade design as a coarse one even though they are confused about whether the facade design is the straightened-up one. Second, customers perceive facade design as the one which is bright but not unique through [Factor 2] while in the process of selecting adjectives to describe it men's perception as to "being vivid but interesting" was dispersed and women's as to "Being bright" was also dispersed, too but the women perceived it as "being opaque". Third, it was revealed that the perceptual characteristics of [Factor 3] were perceived as "warm but boorish" and "warm but crude" by men and women respectively. Fourth, most (80%) of the adjectives employed for vivid description of their perception by both genders were found to be consistent.

A study on cultural revitalization using local idle facilities

  • Kim, Hyo-Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.173-177
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    • 2021
  • Culture and art can be said to be an important medium that enhances people's creativity and satisfies our desire for cultural experience as well as emotional cultivation. These arts and culture are spreading all over the world through Hallyu, etc. to this day, and it is naturally positioned as an industry that creates the highest added value. However, rapid industrialization and development of industrialization also provided many negative causes, such as damage to nature due to the decline of factories and equipment industries, pollution and damage to the surrounding environment due to the use of fossil fuels. Therefore, in this study, we investigated the factors necessary for improving the image of the local community and maximizing tourism classes by actively utilizing the idle space abandoned due to industrialization and industrialization as a complex space for culture and art. As a result, empirical analysis was conducted through a total of six factors excluding typology through factor analysis. The results showed that reliability, certainty, and empathy had a positive effect, but responsiveness did not. In addition, the economic effect was found to have a positive effect on customer satisfaction.

A Study on the Emotional Expressions of Design Hotel Interior Space (디자인 호텔 실내공간의 감성적 표현 특성에 관한 연구)

  • 김명선;김주연
    • Korean Institute of Interior Design Journal
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    • v.13 no.4
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    • pp.74-82
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    • 2004
  • Urbanization created by modernization and industrialization has brought tremendous growth of hotel demand with city ' development such as population’s centralization, living environment changes, consumption emphasis, and internationalization. Moreover, the hotel industry has been developed in two ways. First, it has been diversified and popularized by hotel culture. Second, the hotel industry has been upgraded form focusing oh its specific targets. In the view of Hotel design, Hotel was shown as a social and cultural value. Customer can experience the space, not normal big sizes, but being new and reflecting trends regardless of any purposes or locations. The hotels that were resulted in development of American economy and construction since the 1980 had new design concepts. These hotels were one of the examples showing pluralism requiring on modern society. In the case of Korea, Korean Architect Company have built in copying or repacked western hotel without considering Korean local conditions. Korean company just tried to make large scales, high-story buildings, and chain hotels. Nevertheless, it is the current trend to understand the customer's sensitivity and viewpoint by introducing a new style of hotel management that requires variety and different characteristics of hotel design. Therefore, the purpose of this study presents a direction of the future hotel architecture by analyzing design characters of domestic and international hotels, by collecting various consumer's requests.

A Recursive Procedure for the Queue Length Distribution of a Coxian Queueing Network (회귀적 방법을 이용한 Coxian 대기 네트워크의 대기길이 분포 계산)

  • Park, Doo-Yeong
    • The Journal of Engineering Research
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    • v.3 no.1
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    • pp.85-95
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    • 1998
  • In this study, we consider a recursive procedure to obtain the stationary probability distribution for analyzing Coxian queueing networks with finite queues. This network deals with multiple class customers. Due to the state space representing multiple class customers, the sub-matrices corresponding to states can not be square matrices and can not be inverted. Therefore, we introduce more complex recursive method to avoid the singular problem. The open queueing network that we study consists of 3 parallel first-level sources linked to a single second level queue. We consider two types of schemes for entering a queue. The first scheme is assumed to be the first-blocked-first-enter (FBFE) and the second scheme is the higher-priority-first-enter (HPFE). Arrival and service times are assume to have a Coxian distribution with two phases. Comparison between the resulting using Gauss-Seidel method and recursive procedure will be shown.

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3D virtual shopping mall implementation based on the rich media technology (리치미디어 기술 기반의 3D 가상쇼핑몰 구현)

  • Lee, Jun;Kang, Eung-Kwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.2
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    • pp.229-238
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    • 2007
  • Cyber shopping mall is based on technique of the Internet that is purpose in a new business form from cyber space. Cyber shopping mall's economic activity will be much grow up and upswing compare than past object economy. Therefore we proposed the interactive Internet shopping mail system. Especially, the proposed shopping mali is 3D interaction Cyber Shopping mall based on 'Rich media Technique' and it different with existing shopping mall. This system is represent to Hyper view when the customer click the object what they want to buy during cyber space tour. This system can be Move, Rotate, Zoom in, Zoom out and Play the object. This system can increase customer's feeling more interesting, immersion, etc. And 3D objects look like a real thing get out of the conventional 2D image form is great contribute to increase customer's interest.

A Study on the Importance of Physical Environment and Customer Satisfaction by Fine Dining Restaurant Use Behavidor (파인다이닝 레스토랑 이용 행태에 따른 물리적 환경 중요도와 고객 만족에 관한 연구)

  • Jeon, Hyeon-Mo;Kim, Kwang-Soo
    • Culinary science and hospitality research
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    • v.15 no.4
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    • pp.172-186
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    • 2009
  • This study investigates the relationship between the difference of the importance of physical environment by use behavior and customer satisfaction based on the customers who have visited domestic fine dining restaurants and tries to develop a marketing strategy to promote sales in fine dining restaurant business suffering from the global economic hard times. A survey was conducted to examine the customers who were older than 20 years old and have visited a fine dining restaurant, 'Wood & Brick' and 'Benigni', located at Sejongro Junction in Seoul for 61 days from May 1 to June 30, 2009. SPSS 14.0 statistical package was used to process data. Frequency analysis, reliability test, ANOVA, and multiple regression were executed. The result shows that the difference of the importance of physical environment by use behavior depends on the number of visits per month and the cost per capita. On the relationship between physical environment and customer satisfaction, cleanness, space arrangement, charm, and accessibility have positive effects on customer satisfaction.

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Customer participatory design for mass customization(Focused on development of interactive design toolkit) (매스커스터마이제이션을 위한 소비자 참여 디자인 방법(인터랙티브 디자인 툴킷의 개발을 중심으로))

  • 변재형
    • Archives of design research
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    • v.16 no.4
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    • pp.5-14
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    • 2003
  • This study suggest the development and application of the Interactive Design Toolkit as a participatory design method for general customer who are non-expert on design activity to participate in design process of mass customization. In order to let general customers to express their design needs, we have to make a familiar and direct communication method for them. And, customer's design needs should be transformed into digital media. This study define the Interactive Design Toolkit as a design tool for customer participation by direct manipulation of computer system for simulation of design needs by customer themselves. The Interactive Design Toolkit is based on a PC-based image perception system and its application. User can make virtual models in virtual space by manipulating physical objects in real world. And, The toolkit can be used in the field of participatory design for deliverer side customization, especially in system kitchen which is manufactured and distributed in modular system. More improved design toolkit for manipulating 3 dimensional shape is needed for consumer product design and car styling.

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The Implementation of Customer Relationship Management (CRM) to Increase Willingness to Pay by Internet Marketing : The Case of Domestic Professional Baseball Industry in Korea (인터넷마케팅에서 CRM을 통한 지불의사 상승효과에 관한 연구 : 프로야구 산업을 중심으로)

  • Gwak, Chunglee;Hahm, Yu-Kun;Lee, Miyoung
    • Journal of Information Technology Applications and Management
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    • v.21 no.1
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    • pp.17-34
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    • 2014
  • As the numbers of Internet users have grown dramatically in recent years due to increased use of mobile devices, businesses using internet are also expanding rapidly. Internet marketing has the advantage of expanding business without any constraint of time and space using the global network which connects tens of thousands of world's computers and mobile devices. In a way of utilizing internet marketing, the present study examines the applicability of Customer Relationship Management (CRM) to the domestic professional baseball industry in Korea. The study focuses on the issue of whether the intangible value of customer satisfaction can create higher profits. We combine both inductive and conductive methods for this study. First, we carry out a random survey of baseball spectators and find that customers are willing to pay more when their satisfaction level is improved. Next, we recognize satisfaction factors that are considered as important by customers through literature survey. Then we use Decision Tree to find which satisfaction factors are most important to each clustered customer group. Finally we estimate how much they would pay more when the most important satisfaction factor improves by each customer group. Therefore, this study demonstrates that CRM implementation to one-to-one internet marketing can improve the profitability of baseball industry. The major contribution of the present study is to show that the introduction of CRM can be used as a profit-generating strategy in various industries for future internet marketing.

A Study on the Effects of Physical Environment on the Perceived Service Quality, Menu Quality and Customer Satisfaction (외식서비스기업의 물리적 환경이 고객이 인지한 서비스품질, 메뉴품질, 고객만족에 미치는 영향)

  • Jung, Seon-Mi;Kim, Young-Hun
    • Culinary science and hospitality research
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    • v.20 no.4
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    • pp.224-238
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    • 2014
  • This study aimed to identify that the physical environment of a food service company has influenced on the perceived service quality, menu quality and customer satisfaction. To achieve the purpose of this study, it reviewed the theoretical background about the physical environment, the perceived service quality, the perceived menu quality and customer satisfaction. Moreover, this study conducted a corresponding empirical analysis. For the empirical analysis, a questionnaire was given to a total of 275 regular restaurant customers at Busan area. The results of the empirical analysis were shown as follows. 1) The components of physical environment of a service company are the attractiveness, cleanliness, space & convenience and the ambient factor of physical environment. 2) For the attractiveness of the physical environment, cleanliness and the ambience factors of the physical environment have influenced on the perceived service quality and menu quality. 3) The perceived service quality has influence on the perceived the menu quality. 4) The perceived service quality and the menu quality have influence on the customer satisfaction.