• Title/Summary/Keyword: internet-marketing

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A Study of the Conditions on applying Electronic Commerce to the Process of Export by the Firms in Pusan (부산지역(釜山地域) 수출기업(輸出企業)의 전자상거래(電子商去來) 활용실태(活用實態)에 관한 고찰(考察))

  • Oh, Hyun-Soon;Yun, Kwang-Woon
    • International Commerce and Information Review
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    • v.1 no.1
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    • pp.67-86
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    • 1999
  • As we increase installing computers, traditional commerce by paper document is replaced by Electronic Commerce, paperless document commerce. Electronic Commerce proves to be an intermediary for increasing efficiency on work, which makes us use it more. This study aims to contribute to streamline local export by analyzing trade firms and manufacturers' using status of Electronic Commerce on work in Pusan. I sent questionnaires to 202 firms working on trade in Pusan to do survey. The sample of this study consists of 96 of them. I analyze using status of Electronic Commerce on work based on those data. The result shows that the more the firms install facility to be able for Electronic Commerce and the better they understand Electronic Commerce related laws, the more they select that on work. Generally The firms in Pusan rarely select Electronic Commerce on work and even acknowledges how much that is needed on work. Considering all of them, this study shows the method of streamlining local export by Electronic Commerce as follows; First, all kinds of Electronic Commerce such as trade related site in Internet should be systemized. Second, the laws on Electronic Commerce should be established in details. Third, workers on firms should be educated on Electronic Commerce. Forth, the firms should install the facility for Electronic Commerce, assist financially and make marketing strategy for selecting Electronic Commerce on each step in work. In conclusion, export in Pusan would be streamlined when the use of Electronic Commerce, effective intermediary, is motivated and we take that method to use on work properly.

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The Design of Blog Network Analysis System using Map/Reduce Programming Model (Map/Reduce를 이용한 블로그 연결망 분석 시스템 설계)

  • Joe, In-Whee;Park, Jae-Kyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.9B
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    • pp.1259-1265
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    • 2010
  • Recently, on-line social network has been increasing according to development of internet. The most representative service is blog. A Blog is a type of personal web site, usually maintained by an individual with regular entries of commentary. These blogs are related to each other, and it is called Blog Network in this paper. In a blog network, posts in a blog can be diffused to other blogs. Analyzing information diffusion in a blog world is a very useful research issue, which can be used for predicting information diffusion, abnormally detection, marketing, and revitalizing the blog world. Existing studies on network analysis have no consideration for the passage of time and these approaches can only measure network activity for a node by the number of direct connections that a given node has. As one solution, this paper suggests the new method of measuring the blog network activity using logistic curve model and Cosine-similarity in key words by the Map/Reduce programming model.

The Relationships of Website Quality, e-Satisfaction, e-Trust, and e-Loyalty in Low-Cost Carriers (저비용 항공사의 웹사이트 품질, e-만족, e-신뢰, e-충성도 간의 구조적 관계 연구)

  • In, Ok Nam;Kim, Seung Lee
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.10
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    • pp.207-216
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    • 2013
  • The A low-cost carriers(LCC)' website represents their public face to the world. Futhermore, distribution through their own websites is generally regarded as the being most cost effective for airlines The Internet website has become an effective marketing vehicle for low-cost carriers(LCC). The objective of this study was to examine theoretical relationship of website quality, e-satisfaction, e-trust, and e-loyalty to the low-cost carriers' website. The study sample included respondents who had visited any LCC websites in the last 12 months. Data were collected by conducting a web-based survey to maintain respondents' anonymity and overcome time and place constraints. From the 334 usable data obtained, hypotheses are tested using structural equation modeling. The results indicate that website quality, e-satisfaction, and e-trust are antecedents of e-loyalty in loyalty relationships between passengers and low-cost carriers' websites. Website quality positively influences e-satisfaction, e-trust while e-satisfaction. However, contrary to our expectation, e-satisfaction has a negative effect on e-trust. Managerial implications are provided following presentation of the findings.

Study on Analysis of Website Visibiliy for Search Engine Optimization (검색엔진 최적화를 위한 웹사이트 가시성 분석에 관한 연구)

  • Yoon, Sun-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.6
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    • pp.147-152
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    • 2010
  • The Internet has become a major channel of business marketing and sales, and there is a core competitive object between websites for a high position ranking in search engine results. There are various ways to maintain the high position ranking of website involving the development of componental coding or the expensive investment for the search engine optimization. The purpose of this paper is proposed to identify and rank the negative elements of website visibility to get rid of those elements when website designer designs the webpage. Website can be removed from indices of search engines when they are not satisfied for search engine optimization. The proposed experiments that are identified and ranked the negative elements of website visibility in this paper are based on the theories and experiments of existing website visibility models. The experimental analyses in this paper are scored and normalized based on methodologies of those models and 10 highest negative elements are ranked through the analyses. Therefore when website is designed, these highest negative elements should be avoided so website can not be removed in the indices of search engines.

Introduction to 3D game character production skill for 3D on-line game (3D온라인게임을 위한 효율적인 3D게임캐릭터 제작기법)

  • 김미진;김재준
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.4
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    • pp.55-63
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    • 2003
  • The game & multimedia industry is a high-valued industry comparing to any industry. Also, it has been shown the possibility as considerably bright future industry due to a development of the Internet, an explosive growth of on-line game market, and a union with virtual reality technology Since an on-line game having a clear profit model is expanding to PC and other platform, it brings to us a large change throughout the whole game industry. In order to develop a game, we need a number of elements. A game character among them delivers to a user the overall characteristics of a game as a visual representation and makes us access to a game directly and sensuously. A game character of on-line game is considerable in an operation in the volume of initial sales from a viewpoint of marketing. In addition, it affects to secure users and be immersed in a game. In this paper, we propose a production skill of an efficient 3D game character for 3D on-line game.

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A Study on Encouragement Strategy of Electronic Commerce through Clothing Industry (의류산업을 통한 전자상거래 활성화 전략 방안 연구)

  • Seo, Shin-Lim;Lee, Hyun-Chang;Jin, Chan-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.628-629
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    • 2011
  • E-commerce is a kind of trade type between buyers and sellers rely on computer networks. Carried out according to certain standards of various business activities. e-commerce is based on modern information technology and network technology, financial electronic collection, management, information technology, business and trade information networks into one, aimed at logistics, capital flow and information flow of harmony and unity of the new trade, trade activities of the entire process, electronic, networking and digital. E-commerce has brought to the traditional ways of trading a huge impact, led to changes in economic structures, is a business revolution in the way and is recognized internationally as the 21st century is an important driver of economic development compared to current traditional companies. In this material, we first consider the current problem, analyze particular characteristics of clothing shopping mall to increase the purchasing power of customer. For these reasons, we describe the process for building the clothing site.

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The Influence of Consumer Perception of Customization Type on Relationship Quality in the Apparel E-business Context (의류전자상거래 환경에서 고객화 유형이 관계품질에 미치는 영향)

  • Lee, Ji-Hyun;Lee, Yu-Ri
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.2
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    • pp.259-270
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    • 2008
  • The convenience and flexibility due to the spread of Internet allowed consumers to easily participate in marketing activity. Consumers want to participate in designing, manufacturing, delivering of products and service by expressing their opinions to the companies because they want to buy customized goods where their requirements are incorporated. We can expect that, through this interactive process of customization between consumers and companies, strong relationship quality may be built as a result of the interaction. The main purpose of this study is to examine the influence of consumer perception of customization on relationship quality in the e-business context. To accomplish this purpose, I reviewed the concept of customization, identified the perceptive factors of customization in e-business context (i.e., perception of participation level, assessment of flexibility), and examined the type of customization. Whether customization type generates varying degrees of perception of customization and relationship quality is revealed. As a result, collaborative product/service customization generated the highest relationship quality. Assembled product customization that was built based only on predicted consumer needs without any interaction between consumer and company showed a low level of relationship quality. And this type had no significant difference from standardized products. In short, there is a strong need for e-business companies to interact with consumers to improve relationship quality.

A Study on Business model of through Second life (세컨드 라이프(Second Life)를 통한 문화콘텐츠 비즈니스 모델연구)

  • Choi, Eunyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.431-435
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    • 2008
  • Thanks to the development of internet, on-line market expands exponentially and corresponding solid business models are drawn attentions. Most of on-line trading items are limited with selling game related items however, Linden Lab made its turning point by introducing cyber reality game to shape the cyber life with creating his own Avatar in 2003. After 2003, Second life has grown sharply that over 12 million users around the world. While former games are progressed within fixed scenario, the concept of avatars who live his or her own lives at the cyber space that successfully differentiate from former online game. Further, cyber money, Linden Dollar can be used to buy real estate, cloth, shoes just like at real economy system. Not only for using corporate marketing, various areas of activities; promotion of public sector, politics, education are also functioned at the cyber life. In Korea, Korean version of Second life was introduced at the end of 2007 that draws attentions from the users. In this study, I examine various business models of cyber through Second life and suggest feasible culture-contents applying models.

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Demand Analysis of the home ubiquitous network services using conjoint method (컨조인트 분석방법을 이용한 홈 유비퀴터스 네트워크 서비스의 수요 분석)

  • Lee, Jong-Su;Ahn, Ji-Woon;Lee, Jeong-Dong;Shin, Hye-Young
    • Journal of Korea Technology Innovation Society
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    • v.7 no.1
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    • pp.89-110
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    • 2004
  • Home networks consist of two or more home appliances or communication devices enabling the mutual data communication between appliances such as personal computers, refrigerators, phones, television sets, personal digital assistants(PDA), etc. There are three factors that create demand for the home network services. The first factor is development of technology. Second, on the demand side, consumer demand for the home appliances having access to the Internet is in the increase. Finally, producers need a strategy to deal with the problem of market saturation. Home networks are emerging markets. They are unique in that they unite information technologies with home appliances that provide new services. in this paper we study the main attributes of home network services and analyze consumers' preferences for them. However, it is not quite possible to use the revealed preference approach since the home network market is still at an incipient stage. We therefore use the conjoint analysis method using stated preference data. conjoint analysis has been widely use in the area of marketing for evaluating consumer preferences for new products and services. it presents a hypothetical product to the respondents along with the product's attributes and their levels. The respondents are asked to either rank each alternative or choose between several hypothetical products. By estimating consumers' willingness to pay for the attributes of the home network services and analyzing consumers' preferences, we predict the pattern of the development of the home network services and related technologies along various quality dimensions. Based on the estimation results, we draw policy implications for the national- and company-level strategy.

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Development of Accident-prevention Smart Monitoring System for Woman Diver using Zigbee Module and GPS Sensor (Zigbee와 GPS를 이용한 해녀 사고예방 스마트 모니터링 시스템 개발)

  • Choi, Min Ho;Kim, Young Sang
    • Smart Media Journal
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    • v.5 no.3
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    • pp.74-80
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    • 2016
  • In this paper, we propose an accident-prevention smart monitoring system for Haenyeo(Woman diver) using Zigbee module and GPS sensor. This system can collect such information as the diving location, the body temperature, the depth of diving, and the diving time of a Woman diver working under the water and then respond immediately to an accident occurring. The research developed a smart Teawak and smart swimming goggles which can measure the state of a Woman diver and her diving activities. Smart Teawak, the buoy tool while a Woman diver is collecting seafoods under water, is able to receive GPS and transmit the data from smart swimming goggles and Zigbee Module to IHSS(IoT based Haenyeo Safety service Software) server. In addition, IHSS, a responsive web, provides the diving location and the state of a Woman diver on the smart phone. As a result, the system will be useful in the aspects of Woman diver' health care and the safety, furthermore, which will significantly contribute to global marketing of Woman diver with its being designated as a UNESCO intangible cultural asset.