• Title/Summary/Keyword: cyber shopping mall

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Architecture of One-to-One Agent for Personalized Services in the Cyber Shopping Mall (사이버쇼핑몰에서 개별화된 서비스를 위한 원투원 에이젼트의 구조)

  • Park Chan Gyu;Ham Ho Sang;Park Sang Bong
    • Proceedings of the CALSEC Conference
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    • 1999.07b
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    • pp.447-454
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    • 1999
  • 이 논문은 특별히 사이버쇼핑몰들이나 상업적인 웹사이트에서 효과적인 고객 지향적인 개별화 서비스를 지원하는 원투원에이젼트의 구조를 제안한다. 데이터베이스를 연동하여 동적인 웹페이지를 지원하는 기존의 많은 쇼핑몰이나 상업성을 지닌 웹사이트들은 고객의 기호, 관심, 프로파일, 행동양식, 고객 히스토리등을 고려하지 않기 때문에 여전히 모든 고객에게 획일적으로 같은 내용을 제시하여 개별화된 원투원 서비스를 지원하지 못하고 있다. 이런 문제를 극복하기 위해서는 웹사이트를 구축하는 회사들은 제품정보, 서비스 정보등을 고객이나 비즈니스 파트너에게 좀더 개별화되고 고객 지향적인 정보를 제공하고 고객과의 원투원 관계를 지속시키기 위하여 웹사이트 구축전략을 신중히 수립하여야 한다. 지금까지 원투원 웹사이트 개발을 위해 타겟 푸쉬, 타겟 메일, 타겟 광고등 다양한 개별화 기술이 사용되어 왔다. 이 논문에서는 성능과 안정성을 고려한 멀티쓰레드기반 개별화 에이젼트 구조와 개별 고객의 고객 지향적인 서비스를 위해 규칙기반의 매칭기술을 사용하며 적응적인 프로파일을 위해 피드백 프로파일 기법을 소개한다. 규칙 기반 매칭 기술은 매칭엔진에 의하여 다양한 개별화된 컨텐츠와 메일을 생성할 수 있으며 규칙문장은 다양한 서비스를 표현하고 평가할 수 있게 설계 되었다.

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Adaptive Intrusion Detection Algorithm based on Artificial Immune System (인공 면역계를 기반으로 하는 적응형 침입탐지 알고리즘)

  • Sim, Kwee-Bo;Yang, Jae-Won
    • Journal of the Korean Institute of Intelligent Systems
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    • v.13 no.2
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    • pp.169-174
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    • 2003
  • The trial and success of malicious cyber attacks has been increased rapidly with spreading of Internet and the activation of a internet shopping mall and the supply of an online, or an offline internet, so it is expected to make a problem more and more. The goal of intrusion detection is to identify unauthorized use, misuse, and abuse of computer systems by both system insiders and external penetrators in real time. In fact, the general security system based on Internet couldn't cope with the attack properly, if ever. other regular systems have depended on common vaccine softwares to cope with the attack. But in this paper, we will use the positive selection and negative selection mechanism of T-cell, which is the biologically distributed autonomous system, to develop the self/nonself recognition algorithm and AIS (Artificial Immune System) that is easy to be concrete on the artificial system. For making it come true, we will apply AIS to the network environment, which is a computer security system.

Development of Optimum Cushioning Packaging System of Strawberry for Domestic Parcel Delivery Service (국내 택배용 딸기의 적정 완충포장 시스템 개발)

  • Jung, Hyun Mo;Kim, Su Il;Park, Jong Min
    • KOREAN JOURNAL OF PACKAGING SCIENCE & TECHNOLOGY
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    • v.26 no.2
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    • pp.113-118
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    • 2020
  • Due to the rapid increase in cyber shopping mall of agricultural products, the parcel delivery service industry also increased, making it necessary to design an optimum packaging for agricultural products. And Due to the recent increase in strawberry consumption, there is also a need for a packaging system for parcel delivery service. In order to establish the criteria for optimum cushioning packaging design of strawberries, the bioyield strength of strawberries by storage time was measured through the ASABE test standards, and the peak acceleration in the resonance frequency and resonance frequency bands of strawberries was measured through the vibration test regulated in the ASTM test specifications. Tray cup pad and corrugated fiberboard box of delivery strawberries were designed using FEM theoretical analysis of contact stress and resonant frequency. In addition, an optimum packaging system was developed with a cushioning and vibration design considering the impact characteristics when distributing agricultural products. Through the performance evaluation and on-site evaluation of the optimum packaging system of strawberries for parcel delivery service, the random PSD test results of the delivery showed a 74% reduction in the acceleration level, and the actual distribution test of the delivery showed that the damage rate of strawberries was not more than 6.7%, indicating that it was possible to use the optimum packaging of strawberries for delivery.

Intrusion Detection System of Network Based on Biological Immune System (생체 면역계를 이용한 네트워크 침입탐지 시스템)

  • Sim, Kwee-Bo;Yang, Jae-Won;Lee, Dong-Wook;Seo, Dong-Il;Choi, Yang-Seo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.12 no.5
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    • pp.411-416
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    • 2002
  • Recently, the trial and success of malicious cyber attacks has been increased rapidly with spreading of Internet and the activation of a internet shopping mall and the supply of an online internet, so it is expected to make a problem more and more. Currently, the general security system based on Internet couldn't cope with the attack properly, if ever, other regular systems have depended on common softwares to cope with the attack. In this paper, we propose the positive selection mechanism and negative selection mechanism of T-cell, which is the biological distributed autonomous system, to develop the self/non-self recognition algorithm, the anomalous behavior detection algorithm, and AIS (Artificial Immune System) that is easy to be concrete on the artificial system. The proposed algorithm can cope with new intrusion as well as existing one to intrusion detection system in the network environment.

Personalized e-Commerce Recommendation System using RFM method and Association Rules (RFM 기법과 연관성 규칙을 이용한 개인화된 전자상거래 추천시스템)

  • Jin, Byeong-Woon;Cho, Young-Sung;Ryu, Keun-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.12
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    • pp.227-235
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    • 2010
  • This paper proposes the recommendation system which is advanced using RFM method and Association Rules in e-Commerce. Using a implicit method which is not used user's profile for rating, it is necessary for user to keep the RFM score and Association Rules about users and items based on the whole purchased data in order to recommend the items. This proposing system is possible to advance recommendation system using RFM method and Association Rules for cross-selling, and also this system can avoid the duplicated recommendation by the cross comparison with having recommended items before. And also, it's efficient for them to build the strategy for marketing and crm(customer relationship management). It can be improved and evaluated according to the criteria of logicality through the experiment with dataset collected in a cosmetic cyber shopping mall. Finally, it is able to realize the personalized recommendation system for one to one web marketing in e-Commerce.

Implementation of Personalized Recommendation System using RFM method in Mobile Internet Environment (모바일 환경하에 RFM 기법을 이용한 개인화된 추천 시스템 개발)

  • Cho, Young-Sung;Huh, Moon-Haeng;Ryu, Keun-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.2
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    • pp.41-50
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    • 2008
  • This paper proposes the recommendation system which is a new method using RFM method in mobile internet environment. Using a implict method which is not used user's profile for rating, is not used complicated query processing of the request and the response for rating, it is necessary for user to keep the RFM score about users and items based on the whole purchased data in order to recommend the items. As there are some problems which didn't exactly recommend the items with high purchasablity for new customer and new item that do not have the purchase history data. in existing recommendation systems, this proposing system is possible to solve existing problems, and also this system can avoid the duplicated recommendation by the cross comparison with the purchase history data. It can be improved and evaluated according to the criteria of logicality through the experiment with dataset, collected in a cosmetic cyber shopping mall. Finally, it is able to realize the personalized recommendation system with high purchasablity for one to one web marketing through the mobile internet.

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The Effects of Internet Shopping Mall Users' focus the formation factors of trust and commitment on Customer Loyalty Behavior (인터넷 쇼핑몰 신뢰형성요인과 몰입형성요인이 신뢰, 몰입, 고객충성행위에 미치는 영향)

  • Park Jun-Cheul;Jeong Gi-Ho
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2006.05a
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    • pp.178-193
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    • 2006
  • 기업들이 고객에 대해 관심을 가지는 이유는 고객관계관리(CRM: customer relationship management)의 중요성이 그 어느 때 보다도 강조되고 있기 때문이며, 또한 강력한 고객관계가 기업의 경쟁우위를 위한 주요 수단이 되고 있음을 지각하고 있기 때문이다. 특히 인터넷 쇼핑몰에 대한 고객의 충성행위는 인터넷 쇼핑몰이 제공하는 다양한 상품 및 서비스와 더불어 성공적인 고객관계를 위해서는 매우 중요하다. 또한 인터넷 쇼핑몰의 입장에서는 여러 가지 다양한 서비스를 인터넷 쇼핑몰 이용 고객에게 제공함으로써 인터넷 쇼핑몰을 이용하는 고객들에 대한 신뢰와 몰입을 증가시킴으로써 인터넷 쇼핑몰 이용 고객들로 하여금 인터넷 쇼핑몰에 대해 높은 충성도를 가지게 할 수 있을 것이다. 따라서 본 연구는 인터넷 쇼핑몰 이용 고객에 대한 고객충성행위를 신뢰형성요인, 몰입형성요인, 신뢰, 몰입이라는 측면에서 설명하고자 하였다. 즉, 인터넷 쇼핑몰의 신뢰형성요인(능력, 호의성, 무결성)이 신뢰에 영향을 미치고, 몰입형성요인(촉진정보, 상호작용성, 쇼핑몰디자인)이 몰입에 영향을 미친다. 그리고 신뢰는 몰입과 고객충성행위에, 몰입은 고객충성행위에 영향을 미칠 수 있음을 제안하고 이를 인터넷 쇼핑몰 이용 경험이 있는 고객들을 대상으로 실증적으로 분석하였다. 실증분석 결과에 따르면 제안모델은 수용가능한 모델적합도를 보여 주었으며, 또한 본 연구에서 제시한 9개의 가설 모두가 통계적으로 유의한 결과를 보여주었다. 특히 신뢰는 신뢰형성요인(능력, 호의성, 무결성)과 고객충성행위사이에 매개변수의 역할을 수행하고있으며, 몰입은 몰입형성요인(촉진정보, 상호작용성, 쇼핑몰디자인)과 고객충성행위사이 그리고 신뢰와 고객충성행위사이에 매개변수의 역할을 수행하는 것으로 나타났다.동지역의 고기후를 해석함으로써 고기후적 및 고생태학적 의미를 연구해 보고자 하였다.에서는 시스템 등급에 영향을 준다. 향후에는 더욱 더 다양한 상호의존 모델들이 정량화될 필요성이 있다고 본다. 진행하였다. 줄여서 보다 더 정확하고, 지능적인 규칙구성요소 추출 방법론을 제시하고 구현하여 지식관리자의 규칙습득에 대한 부담을 줄여 주고자 한다. 도움을 받을 수 있게 되었다.을 거치도록 되어있다. 교통주제도는 국가의 교통정책결정과 관련분야의 기초자료로서 다양하게 활용되고 있으며, 특히 ITS 노드/링크 기본지도로 활용되는 등 교통 분야의 중요한 지리정보로서 구축되고 있다..20{\pm}0.37L$, 72시간에 $1.33{\pm}0.33L$로 유의한 차이를 보였으므로(F=6.153, P=0.004), 술 후 폐환기능 회복에 효과가 있다. 4) 실험군과 대조군의 수술 후 노력성 폐활량은 수술 후 72시간에서 실험군이 $1.90{\pm}0.61L$, 대조군이 $1.51{\pm}0.38L$로 유의한 차이를 보였다(t=2.620, P=0.013). 5) 실험군과 대조군의 수술 후 일초 노력성 호기량은 수술 후 24시간에서 $1.33{\pm}0.56L,\;1.00{\ge}0.28L$로 유의한 차이를 보였고(t=2.530, P=0.017), 술 후 72시간에서 $1.72{\pm}0.65L,\;1.33{\pm}0.3L$로 유의한 차이를 보였다(t=2.540, P=0.016). 6) 대상자의 술 후 폐환기능에 영향을 미치는 요인은 성별로 나타났다. 이에 따른 폐환기능의 차이를 보면, 실험군의 술 후 노력성 폐활량이 48시간에 남자($1.78{\pm}0.61L$

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Wireless Earphone Consumers Using LDA Topic Modeling Comparative Analysis of Purchase Intention and Satisfaction: Focused on Samsung and Apple wireless earphone reviews in Coupang (LDA 토픽 모델링을 활용한 무선이어폰 소비자 구매 의도 및 만족도 비교 분석: 쿠팡에서의 삼성과 애플 무선이어폰 리뷰를 중심으로)

  • Tuul Yondon;Tae-Gu Kang
    • Journal of Industrial Convergence
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    • v.21 no.8
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    • pp.23-33
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    • 2023
  • Consumer review analysis is important for product development, customer satisfaction, competitive advantage, and effective marketing. Increased use of wireless earphones is expected to reach $45.7 billion by 2026 with growth in lifestyle. Therefore, in consideration of the growth and importance of the market, consumer reviews of wireless earphones from Apple and Samsung were analyzed. In this study, 11,320 wireless earphone reviews from Apple and Samsung sold on Coupang were collected to analyze consumers' purchase intentions and analyze consumer satisfaction through analysis of the frequency, sensitivity, and LDA topic model of text mining. As a result of topic modeling, 16 topics were derived and classified into sound quality, connection, shopping mall service, purchase intention, battery, delivery, and price. As a result of brand comparison, Samsung purchased a lot for gift purposes, had a high positive sentiment for price, and Apple had a high positive sentiment for battery, sound quality, connection, service, and delivery. The results of this study can be used as data for related industries as a result of research that can obtain improvements and insights on customer satisfaction, quality and market trends, including manufacturing, retail, marketers, and consumers.

Mediating Roles of Attachment for Information Sharing in Social Media: Social Capital Theory Perspective (소셜 미디어에서 정보공유를 위한 애착의 매개역할: 사회적 자본이론 관점)

  • Chung, Namho;Han, Hee Jeong;Koo, Chulmo
    • Asia pacific journal of information systems
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    • v.22 no.4
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    • pp.101-123
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    • 2012
  • Currently, Social Media, it has widely a renown keyword and its related social trends and businesses have been fastly applied into various contexts. Social media has become an important research area for scholars interested in online technologies and cyber space and their social impacts. Social media is not only including web-based services but also mobile-based application services that allow people to share various style information and knowledge through online connection. Social media users have tendency to common identity- and bond-attachment through interactions such as 'thumbs up', 'reply note', 'forwarding', which may have driven from various factors and may result in delivering information, sharing knowledge, and specific experiences et al. Even further, almost of all social media sites provide and connect unknown strangers depending on shared interests, political views, or enjoyable activities, and other stuffs incorporating the creation of contents, which provides benefits to users. As fast developing digital devices including smartphone, tablet PC, internet based blogging, and photo and video clips, scholars desperately have began to study regarding diverse issues connecting human beings' motivations and the behavioral results which may be articulated by the format of antecedents as well as consequences related to contents that people create via social media. Social media such as Facebook, Twitter, or Cyworld users are more and more getting close each other and build up their relationships by a different style. In this sense, people use social media as tools for maintain pre-existing network, creating new people socially, and at the same time, explicitly find some business opportunities using personal and unlimited public networks. In terms of theory in explaining this phenomenon, social capital is a concept that describes the benefits one receives from one's relationship with others. Thereby, social media use is closely related to the form and connected of people, which is a bridge that can be able to achieve informational benefits of a heterogeneous network of people and common identity- and bonding-attachment which emphasizes emotional benefits from community members or friend group. Social capital would be resources accumulated through the relationships among people, which can be considered as an investment in social relations with expected returns and may achieve benefits from the greater access to and use of resources embedded in social networks. Social media using for their social capital has vastly been adopted in a cyber world, however, there has been little explaining the phenomenon theoretically how people may take advantages or opportunities through interaction among people, why people may interactively give willingness to help or their answers. The individual consciously express themselves in an online space, so called, common identity- or bonding-attachments. Common-identity attachment is the focus of the weak ties, which are loose connections between individuals who may provide useful information or new perspectives for one another but typically not emotional support, whereas common-bonding attachment is explained that between individuals in tightly-knit, emotionally close relationship such as family and close friends. The common identify- and bonding-attachment are mainly studying on-offline setting, which individual convey an impression to others that are expressed to own interest to others. Thus, individuals expect to meet other people and are trying to behave self-presentation engaging in opposite partners accordingly. As developing social media, individuals are motivated to disclose self-disclosures of open and honest using diverse cues such as verbal and nonverbal and pictorial and video files to their friends as well as passing strangers. Social media context, common identity- and bond-attachment for self-presentation seems different compared with face-to-face context. In the realm of social media, social users look for self-impression by posting text messages, pictures, video files. Under the digital environments, people interact to work, shop, learn, entertain, and be played. Social media provides increasingly the kinds of intention and behavior in online. Typically, identity and bond social capital through self-presentation is the intentional and tangible component of identity. At social media, people try to engage in others via a desired impression, which can maintain through performing coherent and complementary communications including displaying signs, symbols, brands made of digital stuffs(information, interest, pictures, etc,). In marketing area, consumers traditionally show common-identity as they select clothes, hairstyles, automobiles, logos, and so on, to impress others in any given context in a shopping mall or opera. To examine these social capital and attachment, we combined a social capital theory with an attachment theory into our research model. Our research model focuses on the common identity- and bond-attachment how they are formulated through social capitals: cognitive capital, structural capital, relational capital, and individual characteristics. Thus, we examined that individual online kindness, self-rated expertise, and social relation influence to build common identity- and bond-attachment, and the attachment effects make an impact on both the willingness to help, however, common bond seems not to show directly impact on information sharing. As a result, we discover that the social capital and attachment theories are mainly applicable to the context of social media and usage in the individual networks. We collected sample data of 256 who are using social media such as Facebook, Twitter, and Cyworld and analyzed the suggested hypotheses through the Structural Equation Model by AMOS. This study analyzes the direct and indirect relationship between the social network service usage and outcomes. Antecedents of kindness, confidence of knowledge, social relations are significantly affected to the mediators common identity-and bond attachments, however, interestingly, network externality does not impact, which we assumed that a size of network was a negative because group members would not significantly contribute if the members do not intend to actively interact with each other. The mediating variables had a positive effect on toward willingness to help. Further, common identity attachment has stronger significant on shared information.

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A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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