• Title/Summary/Keyword: digital goods

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A Design and Analysis of Micro-payment System for Internet Commerce (인터넷 상거래를 위한 소액대금결제 시스템의 설계 및 성능평가)

  • Sung, Won;Kim, Eui-Jung;Park, Jong-Won
    • Journal of the Korea Computer Industry Society
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    • v.4 no.4
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    • pp.533-546
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    • 2003
  • for the low information goods which will be traded through Internet is impossible to manage with previously existed payment system. The reason is that it's not economic because the management cost is bigger than the benefit of the information goods trade. Therefore, recently, there have been micropaymentresearches such as "Milicent", "PayWord", "MicroMint", and "iKP", etc. Though these methods don't have any problem with the low cost of the mechanism and the satisfaction of adequate security, they have big problem with the use of the unnecessary account and the aggregation of payment bill. The PayHash system which has been developed in this study simplifies the system's mechanism with "one-way hash function" which is used in generation, payment, and verification of the bill. And the system removed the generation and use of unnecessary account by making one customer have one account. The system solve the problem of the payment aggregation by using the last payment hash value and its index. And the system improves its performance by reducing the use of "digital signature" drastically, as well. As the result of this study, the PayHash system made it possible for the participants of the Internet Commerce to trade the lowest cost goods through efficient maintenance.o trade the lowest cost goods through efficient maintenance.

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The Effect of Service Innovativeness of IT Service Centers: Mediating Role of Behavior Intention (전자제품 서비스센터의 서비스 혁신성이 소비자의 재구매의도에 미치는 영향: 서비스센터 행동의도의 매개효과를 중심으로)

  • Kim, So-Hyung;Kang, Min-Jeong
    • Journal of Distribution Science
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    • v.11 no.10
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    • pp.17-25
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    • 2013
  • Purpose - This study analyzes the effect of customers' perceived service innovativeness of service centers for electronic goods, on repurchase intentions of customers, using behavior intentions of service centers as a mediator variable. In customer management and customer relationship marketing, service centers can be the most representative customer relationship management departments because they are most closely placed at the interface with customers. In addition, this study intends to investigate if continuous relationship with customers during one-time product-selling can affect their repurchase intentions. Specifically, this research aims to investigate if the expansion of the saturated physical market of the manufacturing business, to intangible service markets, can be competitive enough to satisfy customer needs. Research design, data, and methodology - This study targets college students, and especially those who have computers, digital cameras, or cell-phones, and often use electronic products and services. In order to investigate our hypothesis, we analyzed dates through SEM (structural equation modeling) using SPSS for Windows 18.0 and AMOS 18.0. In addition, we measured Cronbach's α coefficient using SPSS for Windows 18.0 in order to measure reliability. Further, using AMOS 18.0, this research statistically measured convergent validity as well as discriminant validity, and examined mediation models and path models in which service innovativeness leads to customers' repurchase intentions of electronic products. Results - As a result, this research shows that customers' perceived service innovativeness of service centers for electronic goods has significant positive influence on customers' behavior intentions of service centers. In addition, service innovativeness of electronic goods' service centers also has significant positive influence on repurchase intentions of customers. Conclusion - This study investigates the effect of customers' positive relation with the innovativeness of electronic service center on their behavior intention and product repurchase. The more concrete, important results of the study are as follows. Through the mediating effect, the findings of the study suggest that customers' behavior intentions of service centers partially mediate the effect of customers'perceived service innovativeness of service centers for electronic goods on customers' repurchase intentions. This research also provides an insight that the importance of service innovativeness and innovative approaches in managing customers should be recognized in the process of repurchase and service roles of manufacturing business as a way for customer management. As a result, the relationship between customer satisfaction and service quality of service centers for the electronic products is very sensitive. Although previous studies focus on certain aspects of the case for enhancing service innovation (Kim, 2012), this research recommends that the service centers need to understand the customers'desire first and try to adapt to achieve customer satisfaction by being innovative. This innovativeness of service centers would make customers visit them consistently, which in the long run, will also influence their repurchase decisions.

A Study on the Influence of Digital Experience and Purchase in the 4th Industrial Revolution : Focusing on Differences between Satisfied, Neutral, and Dissatisfied Groups

  • Jung, Sang Hee;Lee, Sang-Jik
    • Journal of Information Technology Applications and Management
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    • v.26 no.4
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    • pp.51-69
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    • 2019
  • One of the most considerate phenomena of the era of the Fourth Industrial Revolution is the use of digital devices. Digitalization is rapidly advancing through all areas of industry and life. Customer journey with digitalization is looking totally different from previous customer journey. The research targets were users of fashion, automobiles, cosmetics and online shopping malls. We analyzed 300 people for each valid questionnaire. The results of the study are as follows. First, it has been proven that digital experience affects positive (+) impact on purchasing intention and positive (+) impact on recommending intention and negative impact (-) on switching intent and subsequently affects positive impact (+) to purchase and incase of switching intent, negative impact (-) to purchase. Unlike traditional methods such as SPC(Service Profit Chain), the Digital experience to Purchase process Chain (DPC) has been identified to be suitable in the digital age. Second, the digital satisfied group (5 score-very satisfaction) has shown same result as above. However the digital neutral group (even though 4 score- satisfaction in five-point scale), specially in a highly competitive industry, has different from the satisfied group and 3 score-normal is same as dissatisfied group. It means that this group is that If there is a high level of attractiveness of substitute goods, there is a high possibility of switching them. It has supported Jones and Sasser [1995] that there have been two types of loyalty of true long-term loyalty and what we call false loyalty in the highly competitive industry zone which is commoditization or low differentiation, many substitutes, low cost of switching. Identifying true loyalty and false loyalty is crucial to establishing a customer experience strategy. it is necessary to actively utilize long-term digital experiences strategy to increase the total satisfaction of digital experience through all of customer purchasing journey in order to enhance the digital customer experience. It is difficult to see the effect as a one-time event. It should be scaled over the entire customer purchase process over a long period of time, which can positively affect purchase intention, recommendation intention, and conversion intention. This is also why it is difficult for second-runners to overtake first-runners in a short period.

A Mobile Multimedia Auction System (모바일 멀티미디어 경매 시스템)

  • Ahn, Hoo-Young;Ryu, Ki-Young;Park, Young-Ho;Ha, Sun-Tae
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.5
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    • pp.320-332
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    • 2007
  • Recently, new interests on digital contents and UCC(User Created Content)s are growing fast through the development of internet. However, there have been many side-effects on those interests. The representative problems are perversing illegal copies and the distributions for personal valuable digital contents to unauthorized anonymous users. These decrease creation of good digital contents by interfering with the growth of information technology industry and the content provider#s creative will. To resolve these problems, in the paper, we propose a novel auction system for multimedia contents and bidding processes. The system applies the concept of used goods onto digital contents. Especially, the auction system is based on mobile environment. Finally, the performance evaluation shows that those main auction process algorithms indicate the time complexity of logarithm scale for insertions and searches. Therefore, the performance of the system is not significantly influenced by the amount of contents even though the volume of contents in the system is increasing.

A Study on the Visual Elements of the Mobile Game Focused on Female Gamers (모바일 게임 <왕자영요>의 여성 게이머 중심의 시각적 요소에 관한 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.361-366
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    • 2019
  • First quarter of 2019, 'Honour Of Kings' continued to be rank No.1 in mobile game sales. Although 'Honour Of Kings' is a game preferred by male players, it has more than 100 million female players. It can have such a large number of female players, in addition to its simplified game operation, social function, there are also included changeable characters for women's preferences. So that the 'Honour Of Kings' allows many female players to take part in. In this paper, the author chooses a skin with high preference for female players among many game consumer goods as the research object. Analysing the design elements of female player' preferences. Female players are more emotional, their favorite game characters just reflect women's longing for beautiful things. It is pointed out that the female orientation of female consumers should be taken into account in the mobile game market, which indicates the direction of visual factors for future mobile game design.

An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries (콘텐츠의 융합요소 및 융합경로와 융합유형 분석)

  • Rim, Myung Hwan;Lee, Jung Mann
    • Journal of Information Technology Applications and Management
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    • v.20 no.3_spc
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    • pp.295-314
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    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.

A Study of Evaluation Model for Culture Contents' Value Evaluation (문화콘텐츠 가치평가의 평가모형에 관한 연구)

  • Kwon, Ji Hyuk;Baik, Seung Kuk;Son, Ki Dong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.3
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    • pp.129-144
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    • 2013
  • Recognizing a limits on quantitative evaluation of cultural contents' and for its betterment, study aims developing a qualitative evaluation model. For this study, Reception Theory, Semiotics and Psychology were derived for epistemological dimension to contemplate culture contents' essential attribute. To be concrete, cultural contents was examined as experiential products, emotional products, rememberable products and texts. Also, codes of fun, emotion and culture were discussed as intrinsic attributes for cultural contents and how those attributes were expressed or composed in cultural contents was discussed as well. Evaluation items were extracted based on final discussion at the epistemic level, set up the final evaluation model by taking experts' advices on each items. With all those outcomes, qualitative evaluation model for cultural contents was developed. For the importance of each index in the model, priority was granted by weighting on each index. Lastly, evaluation scale was developed for each index. The culture contents' evaluation model developed in study is meaningful not only in drawing qualitative evaluation items of video(image) contents and developing the index and model for the first time, but also its possibility of wide use for other genres.

A study on Activation plan for the Culture Tourism Product of chungcheongbuk-do Area (충북지역 관광문화상품 활성화 방안 연구)

  • Ahn, Myung-Soo;Park, Seung-Chul
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.327-331
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    • 2012
  • Although crafts industry in Chungcheongbuk-do where Cheongju International Craft Biennale is held has an excellent infrastructure, it is backward comparing with other regions. So we face up to the reality and desire to contribute to the creation of added value and the development of local crafts culture through study on the here and the hereafter of Chungbuk crafts industry. We figure out the customer satisfaction and the potential customer preference for cultural products on sale currently. Then, we establish a detailed marketing strategy and study the way how we can solve the current difficulties including design, technique and marketing.

Marketing Strategy for the Digital Age (디지털시대의 마케팅 전략)

  • 고완기
    • Journal of the Korea Society of Computer and Information
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    • v.6 no.1
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    • pp.90-94
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    • 2001
  • A new word, “Prosumer”, refers to a person who develops and produces goods which they would like to purchase online in real time. Consumers do not simply rely on choosing the good provided by manufactures any more. They are involved in the process of manufacturing good and the creation of organized purchase groups. They aim to purchase the best quality good at the lowest price through reverse auction under the warranty system. If the consumer's way of thinking is controlled by company owners and corporate CEO's profit-centered policy making, the companies will fail to keep pace with the current stream of the digital marketing age, and be destined for failure. I will discuss the changing marketing environment, new marketing strategy, and marketing realization on the internet in this thesis.

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A Study on the Effect of On-line Shopping Values on Customer Satisfaction and Intention to Re-use (온라인 쇼핑 가치 특성이 구매만족과 재이용의도에 미치는 영향 연구)

  • Jun, Byoungho;Choi, Jaewoong;Kim, Jaeyoung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.147-158
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    • 2017
  • Internet is changing the way consumers shop and buy goods and services, and has rapidly evolved into a global phenomenon. The primary purpose of this study is to investigate the influence of consumer's on-line shopping values on satisfaction and intention to re-use. Economic value, emotional value, convenience value, social value, product variety were identified as affecting factors of satisfaction and intention to re-use of on-line shopping purchasing based on prior studies of on-line shopping behavior. This study tested the hypothesized model using the data from 132 consumers who have purchased products in on-line shopping mall. According to the result, economic value, emotional value, product variety are significantly related to the consumer satisfaction but convenience value, social value are not. Consumer satisfaction of online purchasing was also shown to be related to the intention to re-use. It can provide practical guidelines on effective operation strategies for consumer loyalty.