• Title/Summary/Keyword: cyber shopping mall

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Development of Men's suit Easy-Order Prototype using Cyber Fitting 3D Avatar (Cyber Fitting형 3D 아바타를 활용한 신사복 이지오더(Easy-Order) 프로토타입(Prototype) 개발)

  • Lim, Ji-Young
    • Fashion & Textile Research Journal
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    • v.11 no.2
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    • pp.308-314
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    • 2009
  • In creating an avatar, consumers can find out for themselves their own sizes to be entered. Also, putting in a face creation main-page menu option enables clients to make up their faces and match them to their bodies. Through this process when purchasing clothes through the internet consumers can enter their own body sizes and create avatars that are identical to their body shape. The uniqueness of developed prototype is that it creates an avatar similar to one's body shape according to body size inputs and demonstrates visually to customers the on-line comfort test which was only available off-line traditionally. The avatar follows the movement of mouse from left to right which enables 3 dimensional visualization. Through maximizing the visual effect this research focuses on enabling consumers to feel subjective parts as if they are off-line. This study seeks to provide a type of prototype of an online shopping mall that meets the demand of the consumers using the 3D avatar.

The Applied Effect of Image using Design Tools in the Internet Shopping Mall (인터넷 쇼핑몰에서 디자인 툴을 이용한 이미지 적용효과)

  • Choi, Hyun-Sook
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.589-591
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    • 2005
  • 전자상거래분야는 시공간을 넘은 소비자의 취향 및 요구에 따라 보다 효율적인 서비스 지원을 위하여 급속히 변화되고 있다. 이는 오프라인 매장 중심의 판매활동인 촉각이 우선 되던 패턴에서 벗어나 시각이 우선 되는 것을 의미한다. 따라서 소비자의 다양한 욕구에 부응하고 이에 맞는 컨텐츠의 개발을 통한 쇼핑몰의 구축으로 물품구매까지 연결시킬 수 있어야 한다. 본 연구에서는 포토샵, 일러스트레이터등을 사용하여 상품 컨텐츠를 보다 시각화하여 게시함으로서 구매자로 하여금 깨끗하고 산뜻한 이미지를 나타내고, 쇼핑 물품에 대하여 쉽게 이해할 수 있도록 하여 구매욕구를 증가시키도록 하였다. 이러한 적용결과는 쇼핑몰 방문자들로부터 쇼핑을 컨텐츠의 이미지에 대한 느낌을 설문조사를 통하여 그 반응을 살펴봄으로서, 다양한 이미지 효과들이 쇼핑몰의 이미지에 많은 영향이 있음을 보였다.

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Development of Human Sensibility Based Web Agent for On-line Recommendation Service (온라인 추천 서비스를 위한 감성 기반 웹 에이전트 개발)

  • Im, Chi-Hwan;Jeong, Gyu-Ung
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.3
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    • pp.1-12
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    • 2004
  • In recent years, with the advent of e-Commerce the need for personalized services and one-to-one marketing has been emphasized. To be successful in increasingly competitive Internet marketplace, it is essential to capture customer loyalty. In this paper, we provide an intelligent agent approach to incorporate human sensibility into an one-to-one recommendation service in cyber shopping mall. Our system exploits human sensibility ergonomics and on-line preference matching technologies to tailor to the customer the suggestion of goods and the description of store catalog. Customizing the system`s behavior requires the parallel execution of several tasks during the interaction (e. g., identifying the customer`s emotional preference and dynamically generating the pages of the store catalog). The recommendation agent system composed of five modules including specialized agents carries on these tasks. By presenting goods that are consistent with user interests as well as user sensibility, the accuracy and satisfaction of the recommendation service may be improved.

Analysis of Application Automatic Creation Case Tool Base on UML (UML에 기초한 어플리케이션 자동 생성 Case Tool의 분석)

  • 한현관;이명진
    • Journal of the Korea Computer Industry Society
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    • v.3 no.12
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    • pp.1697-1712
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    • 2002
  • Unified Modeling Language (UML) is a standard language for specifying, visualizing, constructing, and documenting the artifacts of software systems. It simplifies the complex process of software design, making a blueprint for construction. In this paper, we apply automated application generation tools such as Rational Rose and BizWiz to a realistic cyber shopping mall and then compare and analyze them in the view of UML. We also propose some methods for the systematic system analysis, design, and implementation by applying UML to a customer management system based on above results.

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Cyber Shopping Mall Design Using Intelligent Sale Clerk Agent (지능형 판매점원 에이전트를 이용한 사이버 쇼핑몰 설계)

  • 피수영;김두완;정환묵
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04b
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    • pp.280-282
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    • 2000
  • 인터넷과 멀티미디어 기술의 급속한 성장에 따라 웹을 기반으로 한 전자상거래가 많은 관심을 받고 있다. 구매자들은 보다 합리적이고 현명해졌고 또한 개성화 경향의 심화로 구매자 자신에 맞는 특별한 서비스를 원하고 있다. 그러나 현재의 대부분의 전자상거래 서비스는 구매자가 물건의 모습이나 사양을 보고 선택하는 상품 카탈로그 수준의 상태에 있다. 구매자의 욕구를 만족시키기 위해서는 단순한 상품정보를 제시하는 것에서 벗어나 판매점원의 지식을 이용한 판매점원 에이전트가 필요하다. 이러한 판매점원 에이전트를 이용하면 고객은 상품 탐색 시간을 급격히 줄일 수 있고 구매자 취향에 맞는 쇼핑을 할 수가 있으며 판매자 입장에서는 차별화 된 고객관리를 할 수가 있다. 따라서 본 논문에서는 실제 상점에서 존재하는 판매점원의 일을 대신해 주는 사이버상의 판매점원을 지능형 에이전트, 즉 지능형 판매점원 에이전트(ISCA : Intelligent Sale Clerk Agent)를 이용하여 구매자의 취향에 적합한 상품들을 쇼핑할 수 있도록 하고자 한다.

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Hybrid e-Payment Systems for Shopping-Mall (쇼핑몰을 위한 혼합형 전자지불 시스템)

  • 김은영;조동섭
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.245-247
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    • 2000
  • 산업 혁명에 뒤이은 디지털 혁명 시대에 가장 큰 변화는 경제 활동의 변화를 들 수 있을 것이다. 기존에 존재하던 많은 실물 시장(Real Market)은 가상 공간(Cyber Space)상으로 이전하게 되고 이 속에서 디지털 데이터를 근간으로 각종 구입, 판매 그리고 대금 지불이 이루어지고 있다. 이러한 환경에서 가장 중요한 것은 지불 방법에 관한 문제로 기존의 지불 방법으로는 한계가 발생하게 된다. 인터넷 환경에 적합한 새로운 지불 방법이 요구되고 있으며 그 해결책으로서 전자화폐(Electronic Cash)가 등장하게 되었다. 전자화폐는 기존의 화폐를 대신하여 인터넷상의 전자상거래(Electronic Commerce)에서 사용되고 있으며, 실물 화폐와 더불어 중요한 지불 수단으로 등장하고 있다. 본 연구에서는 기존의 전자지불 수단을 비교, 분석하여 새로운 지불시스템인 혼합형 전자지불 시스템을 제시하고 구체적 활용에 대해 살펴보고자 한다.

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Design and Implementation of a Cyber Shopping Mall based on Association Rule using a View Materialization (형성 뷰를 이용한 연관규칙 기반 전자상점의 설계 및 구현)

  • 이재훈;정경자;한정혜
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10a
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    • pp.10-12
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    • 2001
  • 최근 인터넷 인구의 저변 확대로 인터넷 전자상점과 이용자도 계속적으로 증가하고 있으며, 전자상점 고객들에 대한 CRM 연구가 많이 진행되고 있다. 전자상점 고객에게 차별화 진 제품추천 서비스를 제공하기 위해서는 고객과 거래 데이터베이스의 정보를 기반으로 한 규칙이 요구되며, 이러한 규칙은 정제된 데이터베이스를 통하여 생성되며 빠른 업데이트도 요추된다. 이를 위해서는 많은 데이터베이스 질의처리 및 데이터 마이닝과 고객의 규칙접근이 요구되므로, 전자상점의 제품추천 서비스의 속도에 많은 제약이 따른다. 따라서 본 연구에서는 우수 고객의 거래정보를 형성 뷰로 생성하여, 이 형성 뷰로부터 연관규칙을 도출하여 보 빠른 정보 서비스를 지원하는 전자 상점을 설계 및 구축하였다.

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Estimating the Determinants for Transaction Value of B2B (Business-to-Business): A Panel Data Model Approach (패널 데이터모형을 이용한 기업간전자상거래 거래액 결정요인 추정에 관한 연구)

  • Kim, Hee-Cheul;Shin, Hyun-Dae
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.11
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    • pp.225-231
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    • 2010
  • Transaction value of business-to-business(B2B) is composed of various factors for groups and time series. In this paper, we use the panel data for finding various variables and using this we analyse the factors that is major influence to transaction value of business-to-business. For analysis we looked at transaction value of business-to-business of 7 groups such as manufacturing industry, electric, gas and piped water industry, construction industry, retail & wholesale trade, traffic industry, publish, image; broad-casting & telecommunication and information service industry, etc. In our analysis we looked at the transaction value of business-to-business during the period from 2005.01 to 2009.12. We examined the data in relation to the transaction value of cyber shopping mall, company bond, composite stock price index, transaction value of credit card, loaned rate of interest in deposit bank, rate of exchange looking at the factors which determine the transaction value of business-to-business, evidence was produced supporting the hypothesis that there is a significant positive relationship between the transaction value of cyber shopping mall, composite stock price index and loaned rate of interest in deposit bank, rate of exchange. The company bond is negative relationship, transaction value of credit card is positive relationship and they are not significant variables in terms of the transaction value of business-to-business.

The Cyber Transformation of Marketing Mix Model : An Empirical Study of Korean On-line Shopping Malls (마케팅 믹스 모델의 사이버 전환에 관한 실증적 연구)

  • 이영순;서봉철
    • Journal of Distribution Research
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    • v.7 no.1
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    • pp.105-127
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    • 2002
  • This paper presents an analysis of how the business models of organizations are getting transformed in the Marketspace created by the Internet. We use a research model comprising the transformation scores of four Ps(Product, Price, Promotion, and Place) as dependent variables and three dimensions, Demographics, Technology, and Community elements on the Websites, as explaining variables about the Cyber Transformation of the 4Ps. While most existing literatures have focused on Website's technology, our research model includes 22 five-point-scale items; 10 Demographics /Technology items and 12 Community items. To measure the 4P's transformation scores, the authors selected 14 workable items from the Marketspace Model by Dutta, Kwan, & Segev(1997). A sample of 123 shopping mall Websites comprising three categories(grocery, jewelry/accessory, and cosmetics) from the 100hot.co.kr list are evaluated and the data is analyzed by SPSSWIN 8.0 version. The result shows that there are five significant factors, Technology, Interaction, Connectedness, Business Features, and Domain, while the average transformation scores of 4Ps are at very low level. The factor scores are used in regression analysis for each P. Two factors, Technology and Interaction are influencing all four Ps; Connectedness is influencing only two, Product and Place. Organizations must not simply take their existing business models. They have to adopt the Technology items(navigation, logo, e-mail, guide, graphics) and to facilitate the Interaction items(consulting, number/quality of bulletin boards, participation, offline events) and Connectedness(club activation, contents, partner/site link, entertainment contents) in order to get transformed in the Marketspace successfully in the near future.

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Real-Time Haptic Rendering for Tele-operation with Varying Communication Time Delay (가변적인 통신지연시간을 갖는 원격 작업 환경을 위한 실시간 햅틱 렌더링)

  • Lee, K.;Chung, S.Y.
    • Journal of Power System Engineering
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    • v.13 no.2
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    • pp.71-82
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    • 2009
  • This paper presents a real-time haptic rendering method for a realistic force feedback in a remote environment with varying communication time-delay. The remote environment is assumed as a virtual environment based on a computer graphics, for example, on-line shopping mall, internet game and cyber-education. The properties of a virtual object such as stiffness and viscosity are assumed to be unknown because they are changed according to the contact position and/or a penetrated depth into the object. The DARMAX model based output estimator is proposed to trace the correct impedance of the virtual object in real-time. The output estimator is developed on the input-output relationship. It can trace the varying impedance in real-time by virtue of P-matrix resetting algorithm. And the estimator can trace the correct impedance by using a white noise that prevents the biased input-output information. Realistic output forces are generated in real-time, by using the inputs and the estimated impedance, even though the communication time delay and the impedance of the virtual object are unknown and changed. The generated forces trace the analytical forces computed from the virtual model of the remote environment. Performance is demonstrated by experiments with a 1-dof haptic device and a spring-damper-based virtual model.

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