• 제목/요약/키워드: online platform

검색결과 812건 처리시간 0.024초

온라인 장례 플랫폼의 초기 사용자 경험 분석및서비스 개발 제안 (Analysis of the First Time User Experience of the online memorial platform and suggestion of service developments)

  • 이주은;황진도
    • 서비스연구
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    • 제14권1호
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    • pp.44-62
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    • 2024
  • 코로나19로 인한 온택트 서비스의 발달과 친환경 장례 문화의 사회적 이슈는 온라인 장례라는 새로운 문화의 필요성을 인식하게 하였다. 국내 기관 및 기업에서 온라인 장례 서비스 활성화를 위한 시도가 여러 차례 있었으나, 효과는 미약한 실정이다. 본 연구의 목적은 온라인 장례 플랫폼의 초기 사용자 경험 분석을 통해 사용성의 문제를 파악하고, 온라인 장례 플랫폼의 접근성 및 사용성을 향상할 수 있는 서비스 개발을 제안함에 있다. 이에 본 연구에서는 사용자 경험(UX), OOBE, FTUE 이론의 문헌 고찰을 통해 온라인 장례 플랫폼의 접근성과 사용성 향상에 영향을 주는 요인을 파악하고, 대표적 온라인 장례 앱 '메모리얼'을 연구 대상으로 선정하여 실험을 진행하였다. 초기 사용자 경험을 분석하기 전, 연구 대상인 앱 '메모리얼'의 UX 서비스 특성을 이해하고자 유사 타 서비스와의 IA를 비교 분석하였다. 또한 온라인 장례 플랫폼 사용 경험이 없는 피실험자 10명을 대상으로 Unpack-Setup/Configure-First Use 단계에 해당하는 태스크를 수행하고, 실험 과정을 UX Curve로 표현하여 부정적인 경험이 발생한 지점과 요인을 파악하였다. 그 결과, 주요 문제 요인으로 불필요한 UI 요소, 회원가입 단계에서의 민감한 개인정보 요구, 서비스의 몰입감 부족 등이 있었고, 개선 사항으로는 사용자 간의 감정 공유 및 원활한 소통 촉진을 위한 커뮤니티 기능 강화 등이 있었다. 이러한 인사이트를 반영하여 기존 앱 서비스의 문제점을 해결할 수 있는 서비스 개발을 제안하였다. 개발한 프로토타입의 타당성을 검증하고자 서비스 디자인 전문가 3인의 인터뷰를 진행하였다. 본 연구는 최근 부상하고 있는 온라인 장례 서비스의 질적 향상과 활성화에 기여하기 위해 진행되었으며, 온라인 장례 서비스의 현황을 이해하고, 서비스 접근성과 사용성 강화를 위해 필요한 요인을 규명하였다는 점에서 연구의 의의가 있다.

O2O 서비스의 사용의도에 영향을 미치는 요인에 관한 연구 (A Study on the Factors Affecting the Intention to Use O2O Services)

  • 정유진;송용욱
    • 한국IT서비스학회지
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    • 제15권4호
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    • pp.125-151
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    • 2016
  • In recent years, O2O (Online to Offline) services get a lot of attention to improve the trust in online shopping and minimize the inconvenience and the cost burden in offline shopping as the number of consumers, who do not show concern about the purchase platform like online or offline, increases. Even though the services have been getting the spotlight as a strong business platform for next generation commerce, there have been only a few studies on the O2O services. The purpose of this research is to investigate the factors which affect the consumer's intention to use location-based O2O services. The study is based on VAM (Value-based Adoption Model) which is able to analyze those factors from the aspects of benefit and sacrifice. We used the partial least squares (PLS) method for empirical analysis, and the result shows that contextual offers, instant connectivity, webrooming and economic efficiency, which fall under the benefit, affect perceived value positively while annoyance and face consciousness, which fall under the sacrifice, do not affect perceived value significantly. In addition, contextual offers and instant connectivity affect trust positively. Location accuracy, which falls under the benefit of location-based O2O service, do not significantly affect perceived value and trust while security risk affects trust and use intention negatively. It appears that trust affects perceived value and use intention positively.

메타버스 환경에 적합한 게임 플랫폼과 디바이스 몰입요소 분석 - 한·중·일 인기게임 비교를 통해서 - (A Study on the Analysis and Device Immersion of Game Platforms Optimized for Metabus Environment - Comparison of popular games in Korea, China, and Japan -)

  • 임상국
    • 한국멀티미디어학회논문지
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    • 제25권6호
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    • pp.852-865
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    • 2022
  • During the COVID-19 pandemic, games played an important role in people's lives. Numerous online users flocked to the game platform, and brand companies started using online games to promote their products. Medical institutions have also implemented policies for healthy physical activity through online games. In order to attract more global game users, research on immersion in games is also very important to prevent users from leaving the platform. Therefore, it is necessary to analyze the common immersion elements of popular games by country and study them from the perspective of changing devices. In this paper, representative popular games of Korea, China, and Japan, which are recently called the dark horse of the game industry, are classified by devices of mobile, online PCs, and VR games and analyzed using immersion analysis tools proposed by researcher. Next, the representative metaverse games of the Web 3.0 era were analyzed, and their characteristics were compared with the results of the immersion analysis between Korea, China, and Japan, and proposed as game immersion elements suitable for metabus games.

온라인 구매환경에서 제품 관여도와 연령 집단에 따른 지각된 품질이 구매 의도에 미치는 영향: 정보원천과 소셜미디어 플랫폼 조절효과 (Effect of Perceived Quality by Product Involvement and Age Group on Purchase Intention in Online Environments: A Moderating Role of Information Sources and Social Media Platform)

  • 이다솔;오민정
    • 산업경영시스템학회지
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    • 제44권3호
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    • pp.262-275
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    • 2021
  • The expansion of the online market is expected to change the purchasing environment. The purpose of this study is to examine the difference in the moderating effect of each characteristic on perceived quality and purchase intention according to the group according to product involvement and purchaser age. The first step is to identify the characteristics of online information sources and social media platforms through a literature review. Next, when perceived quality affects purchase intention, we verify the moderating effect according to the characteristics of online information sources and social media platforms. The moderating effect is verified at the stage by dividing it into a group according to product involvement and a group according to age. The following results were confirmed throughout the study: First, perceived quality significantly affects purchase intention. Second, in the relationship between perceived quality and purchase intention, the influence of the moderating effect is different depending on the high-involvement product and the low-involvement product. Third, it was confirmed that there was a difference in the moderating effect of online information sources and social media platforms in the relationship between perceived quality and purchase intention according to age. This study intends to increase consumers' purchase intentions by identifying specific age groups and product groups of involvement and establishing strategies suitable for the characteristics of online information sources and social media platforms.

플랫폼비즈니스 성공요소의 경쟁력 비교 분석에 관한 연구 (A Study on Comparative Analysis for Competitiveness of Success Factors of the Platform Business)

  • 장정훈;이광형;노규성
    • 디지털융복합연구
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    • 제14권3호
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    • pp.243-250
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    • 2016
  • 글로벌 시장에서 플랫폼비즈니스의 중요성이 높아지고 있지만 국내에서는 글로벌 경쟁력을 갖춘 플랫폼비즈니스가 출현하지 않고 있다. 이에 따라 본 연구는 국내 플랫폼비즈니스와 글로벌 플랫폼비즈니스의 6가지 성공요소에 대한 경쟁력을 비교 분석하였다. 이를 위해 국내 ICT 분야 종사자 104명을 대상으로 SNS서비스(카카오톡 페이스북), 모바일결제 시스템(삼성페이 애플페이), 디지털 콘텐트(네이버 유투브), 직접구매(G마켓 아마존), 교육(K-MOOC MOOC) 등의 경쟁력을 설문 조사했다. 그 결과 국내 플랫폼비즈니스는 미국의 비즈니스에 비해 창조역량과 새로운 가치 창출, 비용 절감과 네트워크 효과, 새로운 생태계를 조성, 끊임없이 변화하고 진화하는 역량이 열세인 것으로 나타났다.

An Ensemble Approach for Cyber Bullying Text messages and Images

  • Zarapala Sunitha Bai;Sreelatha Malempati
    • International Journal of Computer Science & Network Security
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    • 제23권11호
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    • pp.59-66
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    • 2023
  • Text mining (TM) is most widely used to find patterns from various text documents. Cyber-bullying is the term that is used to abuse a person online or offline platform. Nowadays cyber-bullying becomes more dangerous to people who are using social networking sites (SNS). Cyber-bullying is of many types such as text messaging, morphed images, morphed videos, etc. It is a very difficult task to prevent this type of abuse of the person in online SNS. Finding accurate text mining patterns gives better results in detecting cyber-bullying on any platform. Cyber-bullying is developed with the online SNS to send defamatory statements or orally bully other persons or by using the online platform to abuse in front of SNS users. Deep Learning (DL) is one of the significant domains which are used to extract and learn the quality features dynamically from the low-level text inclusions. In this scenario, Convolutional neural networks (CNN) are used for training the text data, images, and videos. CNN is a very powerful approach to training on these types of data and achieved better text classification. In this paper, an Ensemble model is introduced with the integration of Term Frequency (TF)-Inverse document frequency (IDF) and Deep Neural Network (DNN) with advanced feature-extracting techniques to classify the bullying text, images, and videos. The proposed approach also focused on reducing the training time and memory usage which helps the classification improvement.

Students' Online Fashion Studio Class Experience and Factors Affecting Their Class Satisfaction

  • Lee, Jungmin;Lee, MiYoung
    • 패션비즈니스
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    • 제24권6호
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    • pp.135-147
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    • 2020
  • This study explored students' online fashion studio class experiences, and investigated the factors affecting their class satisfaction. An online survey of college students who were enrolled in online studio classes within apparel and fashion-related departments during the spring of 2020 was conducted in June 2020. Responses from a total of 213 participants were included in the final data. Respondents rated lecture clips as the most useful, followed by teacher demonstration and feedback, PowerPoint (PPT) supplements, and Q&As. Frequently mentioned areas of improvement were online platform stability and video quality. Many respondents also stated that more streamlined teacher-student communication channels, immediate and meticulous teacher feedback, the adoption of course contents developed specifically for an online environment, and provisions for equipment usage would be desirable. Student satisfaction of an online fashion design studio class was significantly affected by teaching presence, social presence, online learning system stability, perceived usefulness of teacher's demonstration, and affective response toward COVID-19. Students satisfaction of an online garment construction studio class was significantly affected by teaching and social presence, online learning system stability, and perceived usefulness of teacher's demonstration. Based on these findings, we recommend developing teaching contents and methods that allow students to feel included in class and establish an online system with various functions to enhance the sense of social connection that can enable two-way communication.

럭셔리 패션 플랫폼 속성이 온라인 구전의도에 미치는 영향 (The Effects of Luxury Fashion Platforms' Attributes on Consumer eWOM)

  • 김수지;허희진;추호정
    • 한국의류학회지
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    • 제45권4호
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    • pp.685-702
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    • 2021
  • This study aims to discover how the perceived attributes of luxury fashion platforms affect consumer trust and satisfaction as well as online word-of-mouth intention. Based on a literature review, this study derived four dimensions of perceived attributes: brand assortment size, exclusivity, convenience, and personalization. The paper presents findings from an online survey targeting 359 consumers in their 20s to 30s who had recent experience with luxury fashion platforms. Based on the collected data, a structural model equation analysis was performed using AMOS 22.0 and SPSS 26.0. The findings illustrated that brand assortment size, exclusivity, and personalization had positive effects on consumers' platform trust. In addition, brand assortment size and convenience had a positive impact on satisfaction. Overall, the findings of the study illustrate that perceived attributes of luxury fashion platforms have a significant impact on consumers' platform trust and satisfaction and online word-of-mouth intentions. This study reveals that consumers' trend orientation moderates the effects of consumer attitude and behavioral intention. The academic practice of this study has laid the foundation for understanding mechanisms of marketing strategies by providing the characteristics of platforms in the luxury fashion industry.

온라인 의약품배송플랫폼기업의 시장 진입 시도에 대한 기존 의약품 공급자의 전략적 행동 - 게임이론의 시장진입 저지 모형 관점 (The strategic behaviors of incumbent pharmacy groups in the retail market of pharmaceuticals in response to the entry trials by the online platform firms delivering medicines - A perspective of market entry deference model in game theory)

  • 이재희
    • 문화기술의 융합
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    • 제8권4호
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    • pp.303-311
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    • 2022
  • 최근 COVID-19 이후 한시적 허용을 통해 증가하고 있는 비대면진료 플랫폼 기업에서 온라인 처방약 배송까지 함께 제공하는 경우가 증가하고 있어 이에 대한 기존 의약품공급자들의 우려가 커지는 가운데 적극적인 대응 움직임도 나타나고 있다. 본 연구에서는 게임이론의 시장 진입 저지 모형을 중심으로 기존 의약품공급자의 선제적 적극 대응이 성공적으로 시행될 수 있을 경우 온라인 의약품배송기업의 시장 진입을 억제할 수 있으나, COVID-19 이후 비대면진료의 한시적 허용에 따라 비대면진료 및 처방약 배송 플랫폼의 시장 진입이 효과적으로 이루어진 상황에서는 기존 의약품공급자의 수용적 대응이 보다 합리적인 선택이 될 수 있음을 보였다. 다만, 소비자 편이성 증대 방향의 소매 의약품유통시장 관련 제도 개선에 기존 의약품공급자들이 보다 전향적으로 협력할 수 있도록 온라인 처방약 배송 플랫폼 기업에 참여하는 약사들에 대해 일일 처방전 접수 건수에 상한선을 설정하는 방법, 의약품배송 약국 선택 시 기존 이용 약국 및 의료이용자의 거주지역 지역사회 약국이 우선 소개될 수 있도록 플랫폼 사용자 환경에 노출 방식 및 노출 시간 등을 조정하는 방안, 장기적으로 비대면진료 및 의약품배송 플랫폼 기업의 기업 공개 시 지역사회 약국 등이 자본 참여할 수 있는 방안 등이 고려될 필요가 있다.