• Title/Summary/Keyword: online service

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Bundle System in the Online Food Delivery Platform

  • Tae Joon PARK;Myoung-Ju PARK;Yerim CHUNG
    • Journal of Distribution Science
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    • v.22 no.9
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    • pp.85-95
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    • 2024
  • Purpose: Online food delivery platforms face challenges to operational efficiency due to increasing demand, a shortage of drivers, and the constraint of a one-order-at-a-time delivery policy. It is imperative to find solutions to address the inefficiencies in the food delivery industry. Bundling multiple orders can help resolve these issues, but it requires complex computations due to the exponential increase in possible order combinations. Research design, data and methodology: This study proposes three bundle delivery systems-static, dynamic, and hybrid-utilizing a machine learning-based classification model to reduce the number of order combinations for efficient bundle computation. The proposed systems are analyzed through simulations using market data from South Korea's online food delivery platforms. Results: Our findings indicate that implementing bundle systems extends service coverage to more customers, increases average driver earnings, and maintains lead times comparable to standalone deliveries. Additionally, the platform experiences higher service completion rates and increased profitability. Conclusions: This suggests that bundle systems are cost-effective and beneficial for all stakeholders in online food delivery platforms, effectively addressing the inefficiencies in the industry.

Service Innovation in Digital Contents Industry: A Case of Korean Online Games (디지털컨텐츠산업의 서비스혁신 패턴 분석: 온라인게임 사례를 중심으로)

  • Nam, Young-Ho
    • Journal of Technology Innovation
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    • v.17 no.1
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    • pp.119-148
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    • 2009
  • The paper presents and empirically tests a model of the digital contents(DC) innovation systems that enables us to study interactions between users, service providers, contents developers and network providers, and to examine the relationship between manufacturing innovation and service innovation as well as patterns of innovation in the DC industry. The framework of Gallouj and Weinstein(1997) and Gallouj(2002) is modified into the DC innovation model according to characteristics of the DC industry, that is, user involvement and network externalities. The model is applied to a case analysis that traces the growth of the online game industry in Korea since its introduction. The model offers several advantages over other approaches in understanding the dynamics in the DC industry. Most importantly, it provides a single unified basis within which both service innovation resulting from users and service providers and manufacturing innovation induced by contents developers, platform holders and network providers are analyzed. The distinction between service and manufacturing innovation is important in many ways, for instance in selecting proper government policy tools for promotion or regulation of the DC industry. Second, the Korean online game industry has experienced both radical innovation during the beginning period and non-radical innovation throughout the maturation period. The model developed herein helps to illustrate several types of non-radical innovations such as recombinative innovation that are crucial to sustainable development of the DC industry. Third, the model clarifies impacts of network externalities that are characteristics of the DC industry.

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Development of User Music Recognition System For Online Music Management Service (온라인 음악 관리 서비스를 위한 사용자 음원 인식 시스템 개발)

  • Sung, Bo-Kyung;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.11
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    • pp.91-99
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    • 2010
  • Recently, recognizing user resource for personalized service has been needed in digital content service fields. Especially, to analyze user taste, recommend music and service music related information need recognition of user music file in case of online music service. Music related information service is offered through recognizing user music based on tag information. Recognition error has grown by weak points like changing and removing of tag information. Techniques of content based user music recognition with music signal itself are researched for solving upper problems. In this paper, we propose user music recognition on the internet by extracted feature from music signal. Features are extracted after suitable preprocessing for structure of content based user music recognition. Recognizing on music server consist of feature form are progressed with extracted feature. Through this, user music can be recognized independently of tag data. 600 music was collected and converted to each 5 music qualities for proving of proposed recognition. Converted 3000 experiment music on this method is used for recognition experiment on music server including 300,000 music. Average of recognition ratio was 85%. Weak points of tag based music recognition were overcome through proposed content based music recognition. Recognition performance of proposed method show a possibility that can be adapt to online music service in practice.

The Impact of Click and Collect's Service Quality on Customer Emotion and Purchase Decision: A Case Study of Mobile World in Vietnam

  • Le, Quang Hung;Nguyen, Luu Thanh Tan;Pham, Ngoc Tram Anh
    • The Journal of Asian Finance, Economics and Business
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    • v.6 no.1
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    • pp.195-203
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    • 2019
  • The study aims to identify Service Quality factors that affect purchase decision on Click and Collect service through the mediating variable of customer emotions at Mobile World stores in Ho Chi Minh City. This study employs a mixed methods research design. Data were collected through online self-completion questionnaire distributed to 316 customers who used to experience Click and Collect service at the Mobile World stores in Ho Chi Minh City, Vietnam. The theoretical model was tested through two-stage regression analysis (PATH model). The findings show that factors of service quality such as Reliability, Responsiveness, Assurance, Empathy, Tangibility, and Emotions affect the decision to purchase online and receive products directly at Mobile World stores in Ho Chi Minh City. Responsiveness and Assurance have a significant positive impact on the customer's emotions. Consequently, these factors should be considered and addressed when conducting multi-channel services. Obviously, employees must first be trained to be able to deliver the promise of the retailer to their customers. Based on the results of the study, the authors provide managerial implications for retailers in Vietnam in the multi-channel retail environment to develop Click and Collect at retail stores across the country and the world.

The Effect of Xiaohongshu Service Quality on the Stickiness Through the Emotional Responses of Users

  • Jie, Xu;Park, Chanuk;Lee, Sin-Bok
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.183-197
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    • 2021
  • Xiaohongshu is called China's Instagram and is leading overseas product purchases and culture sharing. The purpose of this study is to investigate the structural relationship between Xiaohongshu service quality, emotional response perceived by users, and adhesion to confirm the impact on Xiaohongshu's adhesion at a time when non-face-to-face activities due to COVID-19 have increased. This study distributed and collected questionnaires from October 1st to October 7th, 2021, targeting 210 online shopping mall users. The research results were derived from a total of 206 questionnaires, excluding 4 questionnaires such as omission of record contents, and the causal relationship of the existing PAD model was attempted to be reported by revising and supplementing the existing PAD model. As a result of the study, first, it was confirmed that design among service quality had a positive effect only on ventilation during the user's emotional response. Second, it was confirmed that information among service quality had a positive effect on pleasure and ventilation among users' emotional responses. Third, it was found that security among service quality had a positive effect on pleasure among users' emotional responses. Finally, it was found that pleasure and ventilation had a positive effect on adhesion in the user's emotional response. Based on this result, it is expected that it will be used for operation on other online platforms than the plan for the development of Xiaohongshu.

Activation of Ontact Research Using Science & Technology Knowledge Infrastructure ScienceON

  • Han, Sangjun;Shin, Jaemin;Lee, Seokhyoung;Park, Junghun
    • Journal of Information Science Theory and Practice
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    • v.10 no.spc
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    • pp.1-11
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    • 2022
  • As data-based research activities and outcomes increase and ontact or non-face-to-face activities become common, the demand for easy utilization of resources, tools, functions, and easily accessible information required for research in the R&D sector has increased accordingly. With the rapid increase in the demand for collaborative research based on online platforms, research support institutions strive to provide venues for research activities that merge various information and functions. ScienceON, an integrated science & technology (S&T) knowledge infrastructure service developed and operated by the Korea Institute of S&T Information (KISTI), supports open collaboration by connecting and merging all the information, functions, and infrastructure required for research activities. This paper describes the online research activity support tool provided by ScienceON and the remarkable results achieved through this activity. Specifically, the excellent creation of the following flow of meta-material research activities in the ontact space is elucidated. First, the papers required for a meta-material analysis are retrieved, virtual simulation is conducted with the experimental data extracted from the papers, and research data are accumulated. ScienceON's tools for supporting ontact research activity will play a role as an important service in the era of digital transformation and open science.

The Effect of Brand Trust of Home Meal Replacement on Repurchasing in Online Shopping

  • CHA, Seong-Soo;SEO, Bo-Kyung
    • Asian Journal of Business Environment
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    • v.9 no.3
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    • pp.21-26
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    • 2019
  • Purpose - This study aims to investigate the effect of brand image and trust of a home meal replacement (HMR) industry on customer satisfaction and repurchase during online shopping. Research design, data, and methodology - With 217 questionnaires, this study was conducted by AMOS 20.0, and the Structural Equation Model (SEM) as statistical method was used for examining the hypotheses in this study. Factors such as brand image and brand trust in customer shopping for HMR products online were tested, and relationships between satisfaction and repurchase were studied. Results - Brand image and brand trust in terms of online shopping for HMR were found to affect satisfaction significantly; in addition, the path where satisfaction leads to repurchase was found to be significant. However, brand image and brand trust for HMR in online shopping differed depending on customer age groups. The path-coefficients from brand image of HMR in online shopping to satisfaction were more significant in the older age group; meanwhile, the path-coefficient from brand trust to satisfaction was significant in the younger age group. Conclusions - Results of the study suggested the importance of the attributes for buying HMR products online and provided meaningful implications of difference between age groups when they choose the products.

The effect of UNIQLO's online and offline brand images on the purchase intention as a multichannel brand (유니클로의 온라인과 오프라인 이미지가 멀티채널 브랜드 구매의도에 미치는 영향)

  • Kim, Jieyurn
    • The Research Journal of the Costume Culture
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    • v.21 no.1
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    • pp.42-56
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    • 2013
  • Nowadays the advantages of multichannel retailing strategy in fashion business have been widely discussed, but empirical research on fashion retail has been limited. The purpose of this research is to provide some ideas on multichannel retailing strategy to fashion retailers through the case of UNIQLO. The online survey was conducted on each 100 female customers in their 20s, 30s, 40s living in seoul among UNIQLO customers. The survey was consisted of measurement items for UNIQLO's online store image and offline store image, customer satisfaction, purchase intention, and demographic attributes. The online survey was found that 30.3% of UNIQLO's multichannel customers bought a product from offline store using online shopping mall as a search channel, on the other hand, 20.7% of UNIQLO's multichannel customers bought a product from online store using offline store as a search channel. Factors of the online shopping mall image were consisted of shopping convenience, product information, price policy, trust. And factors of the offline store image were consisted of trust and store, product information, service. Some factors of online store and offline store image had impact on multichannel customer satisfaction. And, customer satisfaction also had impact on purchase intention of UNIQLO product. Some suggestion for the future of multichannel research in fashion retailing was given.

Design of The Cyber Shipping Exchange (사이버 해운거래소 구축 방안)

  • 최형림;박남규;김현수;박영재;황성원;박용성
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2002.03a
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    • pp.39-51
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    • 2002
  • Online exchange is a cost-effective approach to trade goods and information among multiple sellers and buyers. Shipping industry includes lots of global entities such as shippers, liners, ship owners and shipping agents. Marine insurance companies and ship repairers and many other groups are also supporting the industry. However, international shipping exchanges are located on few cities in the world. Its our motivation that a shipping market can be online so that market participants do the dealing while sitting where they are with more efficient manner, preferable price and larger pool of candidates of trading partners. This paper presents Korean governmental project of building a cyber shipping exchange. The exchange covers ship sale and purchase, charter, insurance, freight futures, repairs, supplying of ships oil and database service. The workflows of each business were analyzed and designed to fit for online environment. The project includes design of trading mechanism, online documents, data flow, data storage and security. Online match making and trading mechanisms such as auction, reverse auction, bid are used. The whole trading process involves multiple organizations and business processes. So, this Paper focuses on how each organization would play their roles so that users can complete transactions with integrated and transparent view. The online exchange selves also as maritime portal site that links to other sites for cooperation vertically or horizontally, and serves database and information in global perspective. This paper also issues and discusses the justification of an online shipping exchange

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Learning Material Bookmarking Service based on Collective Intelligence (집단지성 기반 학습자료 북마킹 서비스 시스템)

  • Jang, Jincheul;Jung, Sukhwan;Lee, Seulki;Jung, Chihoon;Yoon, Wan Chul;Yi, Mun Yong
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.179-192
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    • 2014
  • Keeping in line with the recent changes in the information technology environment, the online learning environment that supports multiple users' participation such as MOOC (Massive Open Online Courses) has become important. One of the largest professional associations in Information Technology, IEEE Computer Society, announced that "Supporting New Learning Styles" is a crucial trend in 2014. Popular MOOC services, CourseRa and edX, have continued to build active learning environment with a large number of lectures accessible anywhere using smart devices, and have been used by an increasing number of users. In addition, collaborative web services (e.g., blogs and Wikipedia) also support the creation of various user-uploaded learning materials, resulting in a vast amount of new lectures and learning materials being created every day in the online space. However, it is difficult for an online educational system to keep a learner' motivation as learning occurs remotely, with limited capability to share knowledge among the learners. Thus, it is essential to understand which materials are needed for each learner and how to motivate learners to actively participate in online learning system. To overcome these issues, leveraging the constructivism theory and collective intelligence, we have developed a social bookmarking system called WeStudy, which supports learning material sharing among the users and provides personalized learning material recommendations. Constructivism theory argues that knowledge is being constructed while learners interact with the world. Collective intelligence can be separated into two types: (1) collaborative collective intelligence, which can be built on the basis of direct collaboration among the participants (e.g., Wikipedia), and (2) integrative collective intelligence, which produces new forms of knowledge by combining independent and distributed information through highly advanced technologies and algorithms (e.g., Google PageRank, Recommender systems). Recommender system, one of the examples of integrative collective intelligence, is to utilize online activities of the users and recommend what users may be interested in. Our system included both collaborative collective intelligence functions and integrative collective intelligence functions. We analyzed well-known Web services based on collective intelligence such as Wikipedia, Slideshare, and Videolectures to identify main design factors that support collective intelligence. Based on this analysis, in addition to sharing online resources through social bookmarking, we selected three essential functions for our system: 1) multimodal visualization of learning materials through two forms (e.g., list and graph), 2) personalized recommendation of learning materials, and 3) explicit designation of learners of their interest. After developing web-based WeStudy system, we conducted usability testing through the heuristic evaluation method that included seven heuristic indices: features and functionality, cognitive page, navigation, search and filtering, control and feedback, forms, context and text. We recruited 10 experts who majored in Human Computer Interaction and worked in the same field, and requested both quantitative and qualitative evaluation of the system. The evaluation results show that, relative to the other functions evaluated, the list/graph page produced higher scores on all indices except for contexts & text. In case of contexts & text, learning material page produced the best score, compared with the other functions. In general, the explicit designation of learners of their interests, one of the distinctive functions, received lower scores on all usability indices because of its unfamiliar functionality to the users. In summary, the evaluation results show that our system has achieved high usability with good performance with some minor issues, which need to be fully addressed before the public release of the system to large-scale users. The study findings provide practical guidelines for the design and development of various systems that utilize collective intelligence.