• Title/Summary/Keyword: online review

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Customer Service Evaluation based on Online Text Analytics: Sentiment Analysis and Structural Topic Modeling

  • 박경배;하성호
    • 한국정보시스템학회지:정보시스템연구
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    • 제26권4호
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    • pp.327-353
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    • 2017
  • Purpose Social media such as social network services, online forums, and customer reviews have produced a plethora amount of information online. Yet, the information deluge has created both opportunities and challenges at the same time. This research particularly focuses on the challenges in order to discover and track the service defects over time derived by mining publicly available online customer reviews. Design/methodology/approach Synthesizing the streams of research from text analytics, we apply two stages of methods of sentiment analysis and structural topic model incorporating meta-information buried in review texts into the topics. Findings As a result, our study reveals that the research framework effectively leverages textual information to detect, prioritize, and categorize service defects by considering the moving trend over time. Our approach also highlights several implications theoretically and practically of how methods in computational linguistics can offer enriched insights by leveraging the online medium.

디지털 환경에서 신뢰가 고객참여에 미치는 영향 연구 : 온라인 여행시장을 중심으로 (A Study on the Effect of Trust on Customer Participation in Digital Environment : Focused on the Online Travel Market)

  • 손원문;홍성태;김문주;윤문길
    • 경영과학
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    • 제26권2호
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    • pp.1-18
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    • 2009
  • Recent market environment shows a new relationship between customer and company. You can easily observe customers take initiatives to get involved in the marketing activities such as product development, pricing and distribution etc. Despite the fact there are a lot of marketing activities initiated by customers in the online travel market, customer participation has been given little attention in the academic literature. Our research is grounded in the well-known commitment-trust theory of relationship marketing, originally proposed by Morgan and Hunt(1994). According to the theory, trust is central to successful relationship marketing. This study explores the effect of trust on customer participation in the online travel market. Consequently, this study suggests some managerial implications for marketing strategies in response to customer initiative In the marketing activities on the online travel market.

중소기업의 무역단계별 e-무역상사 서비스 이용정도가 온라인 수출성과에 미치는 영향에 관한 연구 (A Study on the Effect of Using e-Trade Companies' Services on the Online Export Performance of Korean SMEs)

  • 심상렬;문희철;임성범;형정
    • 통상정보연구
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    • 제10권4호
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    • pp.3-21
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    • 2008
  • This study analyzed the effect of degree of using online trade process services provided by e-Trade companies on the degree of user satisfaction and the online export performance in Korean small and medium-sized exporting firms(SMEs). According to the empirical survey results based on 130 sample firms, there were positive relationship among the frequency of using e-Trade companies' services, the degree of user satisfaction and the online export performance. Furthermore, the results of the moderated regression analysis showed that there were significant moderation effect of the organizational characteristics on the relationships between the degree of user satisfaction and the SMEs' online export performances. This study provides several useful implications to Korean SMEs, e-Trade companies and government policy makers.

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A Review of Extended Fraud with COVID-19 on the Online Services

  • Elhussein, Bahaeldein;Karrar, Abdelrahman Elsharif
    • International Journal of Computer Science & Network Security
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    • 제22권6호
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    • pp.163-171
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    • 2022
  • Online services are widely spread, and their use increases day by day. As COVID-19 spread and people spent much time online, fraud scams have risen unexpectedly. Manipulation techniques have become more effective at swindling those lacking basic technological knowledge. Unfortunately, a user needs a quorum. The interest in preventing scammers from obtaining effective quality service has become the most significant obstacle, increasing the variety of daily Internet platforms. This paper is concerned with analyzing purchase data and extracting provided results. In addition, after examining relevant documents presenting research discussing them, the recommendation was made that future work avoids them; this would save a lot of effort, money, and time. This research highlights many problems a person may face in dealing with online institutions and possible solutions to the epidemic through theft operations on the Internet.

머신러닝 기반의 기업가치 예측 모형: 온라인 기업리뷰를 활용하여 (Machine Learning based Firm Value Prediction Model: using Online Firm Reviews)

  • 이한준;신동원;김희은
    • 인터넷정보학회논문지
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    • 제22권5호
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    • pp.79-86
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    • 2021
  • 빅데이터 분석의 유용성이 주목을 받으면서 경영학 분야에서도 이를 활용하여 기업의 성과를 예측하고자 하는 다양한 연구들이 진행되고 있다. 이러한 선행연구들은 주로 뉴스 기사나 SNS 등 기업 외부의 자료에 의존하고 있다. 직원의 만족도나 기업에 대한 직원의 인식, 장단점 평가와 같은 기업 내부의 목소리는 기업가치에 대한 잠재적인 영향력에도 불구하고 상대적으로 확보가 어려워 관련 연구가 아직 충분치 못하다. 이에 본 연구에서는 국내 유가증권시장 상장 기업을 대상으로 임직원의 기업리뷰가 기업가치에 미치는 영향을 살펴보고, 이를 기반으로 기업가치를 예측하는 모형을 구축하고자 한다. 이를 위해 온라인 기업리뷰 사이트인 잡플래닛(Jobplanet)에 2014년부터 2019년까지 전·현직원이 남긴 97,216건의 기업리뷰를 수집하고 동 데이터에 근거하여 머신러닝 기반의 예측 모형을 제안하였다. 제안한 모형 중 LSTM 기반 모형의 정확도가 73.2%로 가장 높았고 MAE 또한 0.359로 가장 낮은 오차를 보였다. 본 연구는 국내에서 머신러닝을 활용한 기업가치 연구 분야에 유용한 사례가 될 것으로 기대한다.

Improvement of recommendation system using attribute-based opinion mining of online customer reviews

  • Misun Lee;Hyunchul Ahn
    • 한국컴퓨터정보학회논문지
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    • 제28권12호
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    • pp.259-266
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    • 2023
  • 본 논문에서는 속성기반 오피니언 마이닝(ABOM)을 적용한 협업 필터링의 정확도 성능을 개선할 수 있는 알고리즘을 제안한다. 실험을 위해 국내 스마트폰 사용자의 스마트폰 앱에 대한 총 1,227건의 온라인 소비자 리뷰 데이터가 분석에 사용되었다. KKMA(꼬꼬마)분석기를 이용하여 형태소 분석 및 KOSAC를 사용하여 감성어 분석 후 LDA 토픽 모델링을 사용하여 속성 추출한 가중치 값을 부여한 리뷰별로 토픽 모델링 결과를 이용하여 협업필터링의 평점과 감성스코어의 평점을 합산한 평균값 정확도 오차를 계산한 통계모형 성능 평가인 MAE, MAPE, RMSE를 사용하였다. 실험을 통해 추천 알고리즘 중 전통적인 협업필터링과 LDA 속성 추출과 감성분석을 결합한 속성기반 오피니언 마이닝(Aspect-Based Opinion Mining, ABOM) 기법을 결합하여 온라인 고객의 앱 평점(APP_Score) 대한 정확도를 예측하였다. 분석 결과 전통적인 협업필터링을 구현한 평점의 정확도 보다 속성기반 오피니언 마이닝 CF를 적용한 평점의 예측 정확도가 더 우수한 것으로 나타났다.

A Review of Cross-Cultural Design to Improve User Engagement for Learning Management System

  • Farhan Hanis Muhmad Asri;Dalbir Singh;Zulkefli Mansor;Helmi Norman
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제18권2호
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    • pp.397-419
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    • 2024
  • Online learning has become a widespread practice for students and teachers in acquiring and delivering knowledge. Education platforms have become prominent in the 21st century with the evolution of technology and the accessibility to online learning. As a result, various learning management systems (LMSs) have been introduced to facilitate online interaction between users. For instance, communication between students and teachers at school. However, there is a need to emphasise user engagement in LMS to enhance the online learning experience amongst students since the design of LMS affects user engagement. This study utilised a systematic literature review (SLR) that examined 74 articles published between 2014 and 2023, focusing on cross-cultural design (CCD), user-centred design (UCD), and usability in LMS design. This study aimed to review CCD and its association with UCD, user interfaces (UI), and user experience (UX) in the context of LMS. CCD has been introduced as an approach to design that embraces different cultures, languages, and social contexts, while UCD plays a significant role in defining user engagement for LMS. All elements in CCD and UCD help create a better user experience for LMS. Besides, this study reviewed the usability of selected LMS to give insights to developers in creating a positive user engagement. An insight into cultural factors that influence the usability of LMS has revealed their value for LMS design, such as the UI/UX elements. Initially, this study may guide future researchers in improving education quality by emphasising CCD and LMS usability, which can enhance user engagement.

온라인 게임의 애호도에 관한 실증적 연구: 상호작용성과 현존감을 중심으로 (An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence)

  • 엄명용;김태웅;김정구
    • 경영과학
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    • 제22권1호
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    • pp.47-66
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    • 2005
  • Online game business has emerged as the most lucrative entertainment Industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games Into the main-stream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from in vestigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence, flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

온라인게임 사용자의 충성도에 영향을 미치는 요인에 관한 연구 : 한국, 일본, 중국 온라인게임 시장 비교 (Determinants of Effecting Customer Loyalty : Comparison among Korean, Japanese and Chinese Online Game Market)

  • 이상철;상균영;구자철;서영호
    • 경영과학
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    • 제23권2호
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    • pp.41-57
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    • 2006
  • The purposes of this research are to identify causalities among flow and customer loyalty In Chinese online games, and to identify the factors by which flow are influenced. This research tests the model with Chinese on-line game users and compare this result with Korea and Japanese results which were conducted by Lee's research. These implications are thought to be helpful for Korean online game companies to understand the Chinese online game user and to develop the penetration strategies. The results indicated that significant Path coefficients to flow were the convenience of operator, the provision of information, the reality of design. The results indicated that significant path coefficients to customer loyalty were the involvement of virtual community and flow. The involvement of virtual community to flow was not significant but to customer loyalty was significant. The provision of information was negatively influenced on flow. The result of comparison indicated that the path coefficients were different among nations. Korea online game companies need to develop the indigenized online game and to Provide the information to their Chinese partner correctly and quickly.

정부 규제가 국내 온라인 게임 시장에 미치는 영향: 시스템 다이내믹스 접근 (The Impact of Government Regulations on Korean Online Game Market: A System Dynamics Approach)

  • 황인영;박정훈
    • 한국시스템다이내믹스연구
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    • 제16권4호
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    • pp.129-153
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    • 2015
  • Mandatory shutdown policy of the juvenile protection act was enforced in December 2011 to prevent game addiction of the youth. However, the size of game market in Korea seems to be reduced significantly after implementation of the shutdown policy. The purpose of this study is to investigate the impact of current government regulations on Korean online game market. Based on empirical evidences and results from the related literature, we developed several causal loop diagrams(CLD) and system dynamics models. The CLD include sub-diagrams of innovation processes, user commitments, and operational costs. We conducted simulation analyses under various policy scenarios, adopting Normalized Unit Modelling By Elementary Relationship(NUMBER). Our results show that first, the impact of time regulation on the number of users is greater than the impact of content regulation. Second, the quality of domestic online game appears more elastic to regulations than the quality of foreign online game. The results of this study suggest that the deregulation in Korean online game market can narrow the gap in market outcomes between domestic and foreign online games. Some recommendations for future study are suggested.