• Title/Summary/Keyword: online platform

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The Antecedents of Consumer's Perceived Value and Repurchase Intention in the O2O Food Delivery Service Value Chain (O2O 음식배달서비스에서 있어서의 소비자의 지각된 가치와 재구매 의도에 대한 선행요인 연구)

  • Wenzhou Zheng;Anurag Agarwal;Kwangtae Park
    • Journal of Service Research and Studies
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    • v.13 no.2
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    • pp.1-23
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    • 2023
  • In this study, we try to discover some success factors, for the entire value chain of the O2O food delivery industry in China, from ordering to delivery. We study the influence of three aspects of the value chain, namely, (1) the mobile platform, (2) the restaurant and food and (3) the delivery service, on the perceived value and repurchase intention of customers. Using structural equation modeling, we develop a structural research model with seven sets of hypotheses relating various independent variable constructs (platform, restaurant, and delivery) and dependent constructs (perceived value and repurchase intention). We find that usefulness of mobile app, the food condition and the availability of offline restaurants were significant antecedents for perceived value and repurchase intention. In addition, fair pricing was a significant antecedent for repurchase intention.

Development of an Optimized Class Space and Map based on the Metaverse ZEP Platform (메타버스 ZEP 플랫폼 기반의 최적화된 수업 공간 및 맵 개발)

  • Ae-ran Park;Myung-suk Lee
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.439 -447
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    • 2023
  • This paper aims to develop a map for optimized class space using ZEP among the metaverse platforms. As a research method, the classroom space was organized so that the subject of learning became a learner, and the classroom space was modified and supplemented to optimize while being applied to elementary school computer classes. The contents of the study investigated learners' prior perception of metaverse, and compared and analyzed the advantages and disadvantages of the metaverse platform. In addition, the map was designed by reflecting the results of the survey, and after applying the map to the class, necessary APIs and apps were installed to supplement it. As a result, the learner became the subject of learning in the metaverse space, freely identified the space, and actively participated in the class. In particular, we found that students who were passive offline and those who had a low participation rate due to lack of skills participated more actively. In particular, students who were passive offline or whose participation was low due to lack of skills participated more actively. If API and JavaScript programs are added to collect log data of learners for learning analysis, real-time feedback is possible for learners, and learner feedback is possible for instructors with statistical data. If this is possible, the metaverse space can fully expect the role of a learning assistant for learners and a teaching assistant for instructors.

Configuration of Premium Mobility Customer's Experience Using a Critical Incident Technique (결정적 사건기법을 이용한 프리미엄 모빌리티 고객의 이용경험 구성요인 분석)

  • Jeong, Hyein;Hong, Seokpyo;Chung, Namho
    • Knowledge Management Research
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    • v.25 no.2
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    • pp.135-153
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    • 2024
  • With the recent emergence of smart tourist cities, premium mobility is being considered an important means of transportation in the tourism. However, there has been insufficient research conducted on the experience of premium mobility among its users. Accordingly, this study used CIT to analyze the components of the user experience of customers who used premium mobility. In order to specifically identify the factors that make up the premium mobility experience, 366 cases of satisfaction and 13 cases of dissatisfaction were collected through a total of 273 online surveys. As a result of the study, based on the customer's experience using premium mobility, CIT was applied to derive 6 categories and 9 sub-factors that constitute the perception of premium mobility. In particular, this study is different from existing studies in that convenience was added as a new category out of the 6 categories, and wide ride comfort and high price were derived as new sub-factors among the 9 sub-factors. Because of this, it has academic significance. Therefore, if scales suitable for quantitative research are developed based on the derived constructs, they could be widely applied to various topics related to premium mobility in the tourism field.

Participation Level in Online Knowledge Sharing: Behavioral Approach on Wikipedia (온라인 지식공유의 참여정도: 위키피디아에 대한 행태적 접근)

  • Park, Hyun Jung;Lee, Hong Joo;Kim, Jong Woo
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.97-121
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    • 2013
  • With the growing importance of knowledge for sustainable competitive advantages and innovation in a volatile environment, many researches on knowledge sharing have been conducted. However, previous researches have mostly relied on the questionnaire survey which has inherent perceptive errors of respondents. The current research has drawn the relationship among primary participant behaviors towards the participation level in knowledge sharing, basically from online user behaviors on Wikipedia, a representative community for online knowledge collaboration. Without users' participation in knowledge sharing, knowledge collaboration for creating knowledge cannot be successful. By the way, the editing patterns of Wikipedia users are diverse, resulting in different revisiting periods for the same number of edits, and thus varying results of shared knowledge. Therefore, we illuminated the participation level of knowledge sharing from two different angles of number of edits and revisiting period. The behavioral dimensions affecting the level of participation in knowledge sharing includes the article talk for public discussion and user talk for private messaging, and community registration, which are observable on Wiki platform. Public discussion is being progressed on article talk pages arranged for exchanging ideas about each article topic. An article talk page is often divided into several sections which mainly address specific type of issues raised during the article development procedure. From the diverse opinions about the relatively trivial things such as what text, link, or images should be added or removed and how they should be restructured to the profound professional insights are shared, negotiated, and improved over the course of discussion. Wikipedia also provides personal user talk pages as a private messaging tool. On these pages, diverse personal messages such as casual greetings, stories about activities on Wikipedia, and ordinary affairs of life are exchanged. If anyone wants to communicate with another person, he or she visits the person's user talk page and leaves a message. Wikipedia articles are assessed according to seven quality grades, of which the featured article level is the highest. The dataset includes participants' behavioral data related with 2,978 articles, which have reached the featured article level, with editing histories of articles, their article talk histories, and user talk histories extracted from user talk pages for each article. The time period for analysis is from the initiation of articles until their promotion to the featured article level. The number of edits represents the total number of participation in the editing of an article, and the revisiting period is the time difference between the first and last edits. At first, the participation levels of each user category classified according to behavioral dimensions have been analyzed and compared. And then, robust regressions have been conducted on the relationships among independent variables reflecting the degree of behavioral characteristics and the dependent variable representing the participation level. Especially, through adopting a motivational theory adequate for online environment in setting up research hypotheses, this work suggests a theoretical framework for the participation level of online knowledge sharing. Consequently, this work reached the following practical behavioral results besides some theoretical implications. First, both public discussion and private messaging positively affect the participation level in knowledge sharing. Second, public discussion exerts greater influence than private messaging on the participation level. Third, a synergy effect of public discussion and private messaging on the number of edits was found, whereas a pretty weak negative interaction effect of them on the revisiting period was observed. Fourth, community registration has a significant impact on the revisiting period, whereas being insignificant on the number of edits. Fifth, when it comes to the relation generated from private messaging, the frequency or depth of relation is shown to be more critical than the scope of relation for the participation level.

A Design on Web Application Framework of J2EE Enterprise System (J2EE Enterprise System의 웹 애플리케이션 프레임워크 설계)

  • Lee, Se-Hwan;Nam, Taek-Jin;Kim, Bong-Hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.580-583
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    • 2006
  • Web application is more plentifully used as the platform based on business software which is complicated and online services. Initially to JSP fields of appears two architecture design terms called model 1 and model 2. These two term are not referred currently to JSP fields of documents but, current be applicable to extensively in architecture design of the web application. In this paper, definition of web application framework and framework pattern, design then design framework the component which it spreads out is executed composition based on consideration facts.

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Policy Implications from Development of Cultural Content Distribution through Digitalization - Focused on Game Industry - (디지털화에 따른 문화콘텐츠유통의 발전과 정책적 시사점 -게임산업을 중심으로 -)

  • Lee, Byung-Min
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.33-44
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    • 2006
  • This article examines cultural content distribution system, particularly of game industry based on the development of digital technology. In this period of convergence and fusion, some phenomenon leads the cultural content distribution system change like value transfer from platform to content. In relation to it, especially in the game industry, three types of distribution is categorized by the industrial structure (offline, online, mobile game) through the case studies and it is expected to be evolve into a base for development of distribution integration model in the future. In conclusion, the article suggest the policy subject for the promotion of cultural content that hold so much competitiveness for long-lasting development by the improvement of distribution structure, blowing off the conflict between companies and publishers, and global business, etc.

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The Changes of Future Society and Educational Environment according to the Fourth Industrial Revolution and the Tasks of School Science Education (4차 산업혁명에 따른 미래사회와 교육환경의 변화, 그리고 초·중등 과학교육의 과제)

  • Jho, Hunkoog
    • Journal of Korean Elementary Science Education
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    • v.36 no.3
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    • pp.286-301
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    • 2017
  • Nowadays, the public as well as science educators pays much attention to the fourth industrial revolution and wonders what will happen to the societies in the future. Thus, this study aimed at predicting the education environment which will be brought from the fourth industrial revolution, and suggesting the solutions or tasks to be investigated in science education. Through the literature review, this study categorized the major changes of future society into a wild fluctuation of job market, the shift from possession-based economy to sharing economy, post-urbanized and distributed system, and the crisis of dehumanization. According to the four major changes, this study predicted the future environment that will occur to the educational system. First, the students should the competences necessary for the future and the school curriculum will be changed in terms of width and depth. Second, sharing economy may bring about the open platform similar to MOOC (Massive Open Online Course) or TED. Third, the manifestation of artificial intelligence in education will enable the individual and paced learning, and thanks to the change, the concept of distributed cognition will be more focused in education research. Fourth, the collaborative learning and character education should be more stressed to resist the dehumanization. This study suggests relevant tasks and issues that should be tackled for the successful change in primary and secondary schools.

Design and User Experiences for Wordpress Theme Community Service: Theme Ttack (워드프레스(Wordpress) 테마(Theme) 커뮤니티의 디자인과 사용자 경험에 관한 연구)

  • Lee, Hyun Jhin
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.452-462
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    • 2017
  • This study proposes community based web service for contents providers and web designers to provide user-centered approach on Wordpress theme search and customizstion process. The contents and structure of theme information is analyzed and online communities on programming and Wordpress are studied to development of community based, theme contents service scenario. As a result, I launched 'Themettack' web service, I took beta testing with 20 users for 2 weeks, and found that theme template image and ideal theme contest services are the most satisfactory experiences. Various community contents which tested in this study and user participation data provided proper directions of Wordpress theme service as open source platform.

Mobile Botnet Attacks - an Emerging Threat: Classification, Review and Open Issues

  • Karim, Ahmad;Ali Shah, Syed Adeel;Salleh, Rosli Bin;Arif, Muhammad;Noor, Rafidah Md;Shamshirband, Shahaboddin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.4
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    • pp.1471-1492
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    • 2015
  • The rapid development of smartphone technologies have resulted in the evolution of mobile botnets. The implications of botnets have inspired attention from the academia and the industry alike, which includes vendors, investors, hackers, and researcher community. Above all, the capability of botnets is uncovered through a wide range of malicious activities, such as distributed denial of service (DDoS), theft of business information, remote access, online or click fraud, phishing, malware distribution, spam emails, and building mobile devices for the illegitimate exchange of information and materials. In this study, we investigate mobile botnet attacks by exploring attack vectors and subsequently present a well-defined thematic taxonomy. By identifying the significant parameters from the taxonomy, we compared the effects of existing mobile botnets on commercial platforms as well as open source mobile operating system platforms. The parameters for review include mobile botnet architecture, platform, target audience, vulnerabilities or loopholes, operational impact, and detection approaches. In relation to our findings, research challenges are then presented in this domain.

The feasibility and properties of dividing virtual machine resources using the virtual machine cluster as the unit in cloud computing

  • Peng, Zhiping;Xu, Bo;Gates, Antonio Marcel;Cui, Delong;Lin, Weiwei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.7
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    • pp.2649-2666
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    • 2015
  • In the dynamic cloud computing environment, to ensure, under the terms of service-level agreements, the maximum efficiency of resource utilization, it is necessary to investigate the online dynamic management of virtual machine resources and their operational application systems/components. In this study, the feasibility and properties of the division of virtual machine resources on the cloud platform, using the virtual machine cluster as the management unit, are investigated. First, the definitions of virtual machine clusters are compared, and our own definitions are presented. Then, the feasibility of division using the virtual machine cluster as the management unit is described, and the isomorphism and reconfigurability of the clusters are proven. Lastly, from the perspectives of clustering and cluster segmentation, the dynamics of virtual machines are described and experimentally compared. This study aims to provide novel methods and approaches to the optimization management of virtual machine resources and the optimization configuration of the parameters of virtual machine resources and their application systems/components in large-scale cloud computing environments.