• Title/Summary/Keyword: internet contents

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A Study on the Successful Internet Business Model for Internet Newspapers (성공적인 인터넷 신문의 비즈니스 모델에 관한 연구)

  • 권경륜;김승윤;이재범
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2000.10a
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    • pp.239-242
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    • 2000
  • Newspapers on the Internet, so called Internet Newspapers, have appeared since 1995 in Korea and have provided the news contents for free. So the most of the revenues come from internet advertising. That business model has not become so profitable. Therefore, internet newspapers are forced to find better and stable paths to profitability. This paper provides a news contents-based integrated business model and the case study using two cases supports that business model

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Contents and Operational Situation of Internet Homepage in General Hospital (종합병원 인터넷 홈페이지의 컨텐츠 및 운영 현황과 향후 개선 방향)

  • Kim, Tae-Seob;Lee, Hae-Jong
    • Korea Journal of Hospital Management
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    • v.4 no.2
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    • pp.192-218
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    • 1999
  • The purpose of this research is to suggest how to develop the internet homepage of the general hospital. The research was operated with 72 general hospitals which were titled 'general hospital' by subject in internet web search engine. The contents of general hospital homepage was studied by internet screen. On the other hand, It was surveyed for homepage operation by mail questionaire. The contents was mainly composed with (1) introduction of hospital (2) medical examination and the treatment-related information (3) the information & communication (4) the general medicare service, specialist & employee service. In order to operate homepage effectively, inquiry system, reservation system, consulting, information search, phone number, etc, web database shall be established inside of hospital homepage which will link compatible with computer database in hospital. Human resources employment & purchasing order system used by a enterprise shall be in consideration of adopting, since it has various merits in light of hospital management.

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A Study on Life Cycle analysis and prediction of Contents Service in the Wireless Internet (로지스틱 회귀 모형을 이용한 무선인터넷 콘텐츠 서비스의 life cycle 분석 및 예측)

  • Park, Ji-Hong;Jeon, Joon-Hyeon
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.1161-1164
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    • 2005
  • In this paper, we proposed the technique to estimate the life cycle of Internet content services based on the logistic regression model. In this paper, to define parameters of Internet contents estimating life cycle by logistic regression model, we used market size, traffic amount, page view and session-visit number as the parameters of Internet contents estimating life cycle by logistic regression model. In this paper, to compare the performance of our proposed scheme, we estimated life cycle for the download services of bell sound & character contents in mobile network. As a result, using our proposed logistic regression, we were able to estimate exactly the life cycle of the download services of bell sound & character contents.

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Phenomenological Approach to the Digital Material Center in Public Library in Comparison with Internet Contents (디지털 자료실 구축 과정에 대한 현상학적 접근 - 인터넷 콘텐츠와의 비교를 중심으로 -)

  • 김영기
    • Journal of Korean Library and Information Science Society
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    • v.33 no.3
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    • pp.153-172
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    • 2002
  • The purpose of this study is to give careful consideration to some issues revealed in process of construction of ’Digital Material Center' in public library and to draw up the plan for development of digital contents in comparison with Internet contents. This article makes some proposal to strengthen the competitiveness of 'Digital Material Center' on Internet society.

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Actual Feeling Service Model for Video-Media Contents (영상미디어콘텐츠에 대한 실감 서비스 모델)

  • Lee, Ji-Hye;Yoon, Yong-Ik
    • Journal of Digital Contents Society
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    • v.10 no.3
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    • pp.453-459
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    • 2009
  • In recently, as the interest of media contents increase among internet users, a variety of media contents are circulated in the web. Especially, video-media content in media contents attracts internet user's interest. In conjunction with web 2.0, internet users open and share their making contents by themselves. Their attitude about accepting media contents is not passive but aggressive. Additionally, they create new form of distribution of the flow. Video media content for distribution on the Web is created by experts to a professional content, but Web 2.0 era, the UCC (User Create Contents) in the form of self-produced content is the most. The generated media by the general internet users, but self-produced content, provides video information only and has limitations. To satisfy internet users as consumers in the web 2.0 eras, it has needed to provide actual feeling contents that add various effects not just simple media. Therefore, this paper represents the existing media content with simple information based on the concept of ontology and the meaning to the subject for the media content. We will provide an actual feeling how to offer the configuration of a service model (AF-VS : Actual Feeling Video Service).

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Influence of Accessibility, Subject Norm, and Social Norm to Use Diversity or Usage of Internet Contents (아동의 인터넷콘텐츠 사용에 대한 접근성과 주관적·사회적 규범의 영향 연구)

  • Ohk, Kyungyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.443-450
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    • 2013
  • This study is about that how accessibility or norm influence to use diversity or usage of internet contents. Two hypotheses tested by statistic analysis. The major finding of this study are as follows. First, the greater the physical accessibility or intellectual accessibility, the greater the use diversity of internet contents. Second, the greater the physical accessibility or intellectual accessibility, the greater the usage of internet contents. Third, the greater the subject norm, the smaller the usage of internet contents. This study provides some implications that subject norm can influence to reduce usage of internet contents. The limitations, and future direction are discussed.

New Fashion Industry Trend Corresponding to New Media & Internet Infrastructure (뉴미디어 및 인터넷 시대에 부응하는 패션산업의 새로운 동향)

  • 김수진;한명숙
    • The Research Journal of the Costume Culture
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    • v.10 no.3
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    • pp.293-305
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    • 2002
  • This paper describes the new trends of fashion industry in the era of digital media and Internet paradigm, where fashion is no longer just static contents. Fashion becomes crucial and dynamic contents for infotainment, mobile Internet, and digital media. As therefore, the fashion industry could be positioned as fashion information industry and key elements of fashion communication. In the future, fashion education should be repositioned as dynamic Intermediary not only for traditional textile design, costume design, and merchandising, but also for dynamic fashion information provider, fashion communication and fashion-oriented media related to digital Information, and Internet. As a case study, we briefly describe the successful co-marketing strategies of world-class luxury fashion brands, fashion media, and Internet service provider.

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Research of Security Methods based on Mobile Internet (모바일 인터넷 상의 보안 기법 연구)

  • 이원구;이재광
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.296-300
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    • 2004
  • In this paper, we discuss about mobile Internet security. The past few years have seen unprecedented growth in the number of wireless user, applications, and network access technologies. Wireless Internet is similar to wired internet, but it has some constrained wireless environment. So many internet technologies for wireless are developing now

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A Study on the Contents and Consumers' Recognition of Clothing Product Evaluation Statements in the Internet Apparel Shopping Mall (인터넷 쇼핑몰의 의류 상품평 내용과 소비자 인식에 관한 연구)

  • Choi Eun-Young
    • The Research Journal of the Costume Culture
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    • v.12 no.6 s.53
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    • pp.984-998
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    • 2004
  • The purpose of this study was to analyze contents of clothing product evaluation statements in the internet shopping mall and to discover consumers' recognition and evaluation of it. The data were collected from 151 consumers' statements in the four internet apparel shopping malls and a questionnaire was developed to measure consumers' recognition of clothing product evaluation statements. The questionnaire was administrated 272 consumers over 18 years old. The results of this study were as follows; First, The contents of clothing product evaluation statements in the internet shopping blog, were divided into three categories which were product, service and consumer buying decision process. Product category include evaluation of clothing product, description of difference between real product and product on the screen, and advice of uses. Service category include quickness and kindness in delivery, store preference for good service. For consumer buying decision process, motivation of purchasing, perceived risk, expression of satisfaction from good buying and canvassing for purchasing were included. Second, consumer recognized that clothing product evaluation statements has function of furnishing information, confirmation of purchasing decision, risk reduction of internet shopping, and interesting entertainment. Consumers also were dependent on product evaluation statements for making purchasing decision. And it was trusted by consumers. This recognition & evaluation were correlated with consumer's clothing product knowledge, involvement, risk perception of internet shopping, experiences of internet shopping. Managerial implications are provided for internet shopping mall.

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A study on the Development of System for the Mobile Game based on WIPI (WIPI 기반 모바일게임 시스템개발에 관한 연구)

  • Song Eun-Jee
    • Journal of Digital Contents Society
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    • v.6 no.4
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    • pp.261-266
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    • 2005
  • As the wireless internet applications are spreading more fast and the mobile devices are being used increasingly, it has recently been activated to develop a variety of contents for mobile service. Mobile services can be enjoyable whenever and wherever on would like to. They became so universal that they might reach all the area where the wire has never approached before. This study is to suggest a mobile game system based on the technology called WIPI(Wireless Internet Platform for Interoperability), which can be easily available to anyone who would like to enjoy it. Game contents to use WIPI can allow the mobile carriers to provide users to download the common mobile application throughout the wireless web by sharing the internet platform. This can eventually lead to the generalization of transforming west game contents into WIPI-based. Therefore, the market of WIPI-based game contents will be expected to grow at high speed and its significance deserves to be considered for commercialization.

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