• Title/Summary/Keyword: personalization strategies

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A Study of AI Impact on the Food Industry

  • Seong Soo CHA
    • The Korean Journal of Food & Health Convergence
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    • v.9 no.4
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    • pp.19-23
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    • 2023
  • The integration of ChatGPT, an AI-powered language model, is causing a profound transformation within the food industry, impacting various domains. It offers novel capabilities in recipe creation, personalized dining, menu development, food safety, customer service, and culinary education. ChatGPT's vast culinary dataset analysis aids chefs in pushing flavor boundaries through innovative ingredient combinations. Its personalization potential caters to dietary preferences and cultural nuances, democratizing culinary knowledge. It functions as a virtual mentor, empowering enthusiasts to experiment creatively. For personalized dining, ChatGPT's language understanding enables customer interaction, dish recommendations based on preferences. In menu development, data-driven insights identify culinary trends, guiding chefs in crafting menus aligned with evolving tastes. It suggests inventive ingredient pairings, fostering innovation and inclusivity. AI-driven data analysis contributes to quality control, ensuring consistent taste and texture. Food writing and marketing benefit from ChatGPT's content generation, adapting to diverse strategies and consumer preferences. AI-powered chatbots revolutionize customer service, improving ordering experiences, and post-purchase engagement. In culinary education, ChatGPT acts as a virtual mentor, guiding learners through techniques and history. In food safety, data analysis prevents contamination and ensures compliance. Overall, ChatGPT reshapes the industry by uniting AI's analytics with culinary expertise, enhancing innovation, inclusivity, and efficiency in gastronomy.

Determinants of Hotel Customers' Use of the Contactless Service: Mixed-Method Approach (호텔 고객의 비대면 서비스 이용의도의 영향요인에 대한 연구)

  • Chung, Hee Chung;Koo, Chulmo;Chung, Namho
    • Knowledge Management Research
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    • v.22 no.3
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    • pp.235-252
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    • 2021
  • The development of information and communication technology and COVID-19 have caused an unusual change in the hotel industry, and the demand for the contactless services such as service robots from hotel customers has surged. Therefore, this study investigates the perception of hotel customers on contactless services by applying a mixed-method analysis. Specifically, this study identified the causal correlations between variables through the structural equation model, and further applied the fuzzy set qualitative comparison analysis to derive patterns of variables that form the intention to use the non-face-to-face services. As a result of the analysis, it was shown that service experience co-creation, palyfulness, personalization, and trust had a significant effect on intention to use through the contactless service use desire. On the other hand, in the results of fuzzy-set qualitative comparison analysis, playfulness was derived as a core factor in all patterns. Based on these analysis results, this study provides academic basis for in-depth understanding of hotel customers' perception of contactless service and specific guidelines for hotel managers on the contactless service strategies in the era of COVID-19 pandemic.

A Case Study of Museum Gamification in Korea and abroad (국내외 박물관의 게이미피케이션 사례 연구)

  • Son, So-Hee;Min, Seo-Yun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.109-120
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    • 2018
  • Gamification is an important technology for the museum experience in the future, but there is a lack in both its application and academic studies in Korea. Therefore this study targets the technical strategies of museum gamification by studying domestic and international cases. For this purpose, this study analyzes and compares the cases as personalization, and audience interaction of museum experience and sees how the structure of the digital program affects the museum experience in detail by applying MDA framework to the comparisons. For visitors' active interaction with the museums, gamification should be designed in a way to contribute to visual expression of self identity, utilization of the museum space, constructivist learning free from limit on space and time, and interaction with other people.

A Study on the Directions for Development of the On-Line Shopping Mall Designs Reflecting the Progress of Personalization and Consumers' Expectations (e-쇼핑몰 디자인 개발을 위한 고객 맞춤화 전략의 실행수준과 소비자 기대수준의 현황 분석)

  • Kim Gyo-Wan;Hong Su-Jung
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.132-140
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    • 2006
  • As a competition of the internet shopping mall is getting worse, the manager of the internet shopping mall has to know about the internet shoppers. To know about the internet shoppers is an important and difficult task. Accordingly, this paper is designed to take a look at the direction and the patterns of the development of new products as well as changes in the needs of clients in the concepts of client-satisfaction administration executed in the administration of enterprises. In order to outlive from these economic situation and struggle for existence, we are in need of detailed strategies and service for only a customer, and differential goods from other items. The purpose of this study was to review the gap between the progress of individualization and consumrirs' expectations on the Internet shopping malls centering around the apparel shopping malls - which are most obliged to satisfy the consumers who are extremely individualized - and thereupon, explore the directions for development of on-line shopping mall designs.

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Factors Influencing on Burnout Experience in Working Nurses at Hospital (병원근무 간호사의 소진과 영향 요인)

  • Park, Chai-Soon
    • Women's Health Nursing
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    • v.8 no.4
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    • pp.550-558
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    • 2002
  • This study was designed to examine the factors that influence the burnout of nurses practice healthcare in a hospital setting. Subjects for this study were 245 nurses working at University K hospital in Seoul, Korea. Data for this study was collected from 15 to 27 April, 2002. The data collection instruments used for this study are as follows: Maslach Burnout Inventory(1981), Orientation to Life Questionnaire(Sense of Coherence, SOC) by Antonovsky (1987) and Modified Coping Resources Inventory developed by author. The analysis of the data was completed using the descriptive, ANOVA, Pearson correlation analysis, and stepwise multiple regression using the SAS program software. The results of this study were as follows: 1. Total mean score of burnout was 4.0. Mean scores of the subscales were; emotional exhausion 4.7, personalization 3.7, and personal accomplishment 3.4.2. Significant statistical differences according to demographic characteristics of the subjects were found in the variables of age, job position, years of working, perceived job stress, and burnout. 3. Burnout was negatively related to sense of coherence(r=-.65) and coping resources (r=-.40); subscales of SOC of comprehensibility(r=-.57), manageability (r= -.55), and meaningfulness(r= -.52); subscales of coping of self-care(r=-.36), and cognitive coping(r=-.39). 4. Job stress was the highest factor influence burnout. Sixty-one percent of the total variance of burnout was experienced by variables of comprehensibility, meaningfulness, age, self-care, manageability and leisure activities including job stress. In conclusion, it was found that a low level of burnout was related to high scores of SOC and coping resources. Job stress, manageability, and meaningfulness were the highest factors influencing the level of subscale of emotional exhausion, depersonalization, and personal accomplishment. Therefore, it is necessary to search for strategies to promote SOC and coping resources for reducing the level of burnout of nurses.

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Public Service-Oriented Mobile Applications in Facilitating Changes in Human Behavior: The Effects of Design Factors (공공 서비스 기반 모바일 어플리케이션에서 인간 행동의 변화를 촉진하는 디자인 요인의 효과 연구)

  • Lee, Yonnim;Kim, Sunhee;Kwon, Ohbyung
    • Information Systems Review
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    • v.17 no.1
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    • pp.93-115
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    • 2015
  • Due to the dramatic increase in usage of smart phones, mobile applications offer a promising public communication channel to effect behavioral change in areas such as energy saving. For this, identifying relationships between applications and behavioral change would be useful for public institutions to formulate more effective public communication strategies. Based on a design science approach, this study examines the effect of design factors of public service-oriented mobile applications such as personalization, accessibility, and representation richness on users' cognitive and affective attitudes. Their effects on behavioral outcome are also investigated. The results of the analysis show that most design factors contribute significantly to the cognitive and affective attitudes of users. In turn, cognitive attitudes affect users' behavioral change in terms of energy saving, while affective attitudes are positively associated with the average usage time of mobile applications and behavioral changes in terms of energy saving.

Study on e-Learning Platform for Higher Education in Developing Countries - Case Study of Cambodia (개발도상국 고등교육을 위한 이러닝 플랫폼에 관한 연구 - 캄보디아 사례를 중심으로)

  • Mak, Sayphearoth;Kwon, Ho Yeol
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1263-1270
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    • 2018
  • We investigated the e-learning platforms for higher education in developing countries. First, we introduced e-learning environmental factors such as ICT technology as well as ASEAN Cyber University (ACU) project for developing countries. And then, we presented Cambodian case as an example of e-learning platform for developing countries. We analyzed the national education policy and ICT environment as well as the demands and obstacles of e-learning in Cambodia. We derived e-learning strategies and plans based on the analysis results, and finally proposed e-learning platform C-MOOC Net. In order to verify the proposed scheme, we developed prototype of C-MOOC Net system which is implemented based on open software. As a result, we have met the requirement of networking the C-MOOC hub, supporting localization of local language and personalization of favorite courses respectively.

Fashion Shopping Orientation, Mobile Shopping Characteristics, Perceived Value, and Mobile Purchase Experience in Male consumer's Mobile Fashion Shopping (남성 소비자의 모바일 패션 쇼핑에서의 구매경험과 패션 쇼핑성향, 모바일 쇼핑특성, 지각된 가치)

  • Chae, Jin Mie
    • Journal of the Korea Fashion and Costume Design Association
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    • v.19 no.1
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    • pp.107-120
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    • 2017
  • The purpose of this study was to investigate the effects of fashion shopping orientation and mobile shopping characteristics on consumer's perceived value. In addition, mobile purchase experiences of male consumers in their 20s~30s were analyzed. Questionnaires were carried out from November 10, 2015 to November 20, 2015 and 230 useful data were analyzed by descriptive statistics, exploratory factor analysis, reliability analysis, ANOVA, duncan test, multiple regression using Spss 21. The results of this study were as follows: First, fashion shopping orientation of male consumers was composed of five factors, which were 'brand ostentatious orientation', 'pleasure/trend orientation', 'economic orientation', 'impulse orientation' and 'time-saving orientation'. Second, mobile shopping characteristics were divided into three factors including 'ease of use', 'personalization', and 'security'. Third, fashion shopping orientation factors such as 'pleasure/trend orientation', 'economic orientation', and 'time-saving orientation' had a significant influence on the perceived value, while all the factors of mobile shopping characteristics affected the perceived value significantly. Fourth, there were significant differences among the classsified groups based on the level of purchase frequency and the period of using mobile shopping mall in fashion shopping orientation factors. Fourth, there were significant differences among the group classified by the level of purchase frequency in mobile shopping characteristics factors. These results suggested the differenciated strategies for customer management to make male consumers lead to mobile purchase.

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Shopping on Fashion Vertical Platforms: The Mediating Effect of Platform Satisfaction and The Moderating Effect of Consumer Innovativeness (패션 버티컬 플랫폼 쇼핑: 플랫폼 만족의 매개효과와 소비자 혁신성의 조절효과)

  • Yu Ju Sung;Kyu Hye Lee
    • Journal of Fashion Business
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    • v.27 no.4
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    • pp.38-49
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    • 2023
  • Fashion vertical platforms offer various content and events to consumers and have established a strong customer base. Especially, they cater to the sensibilities of young customers. This study analyzed the characteristics of a sensuous fashion vertical platform, which enhances expertise and provides customized services. In addition, this study aimed to find out whether consumer innovation modulates the relationship between fashion vertical platform, platform satisfaction, and continuous shopping intention. An online survey was conducted targeting consumers in their 20s and 30s who had experience using fashion vertical platforms, and 222 samples were analyzed. Factor analysis and structural equation model were analyzed using the SPSS 29.0 and Smart-PLS. Smart-PLS analysis results showed that exclusivity, convenience and informativeness did not directly affect continuous shopping intention but showed a complete mediating effect through platform satisfaction. Both the high and low innovative groups demonstrated significant effects of exclusivity on platform satisfaction, and platform satisfaction showed significant effects on continuous shopping intention. A high level of innovation among the consumers showed significant mediating effects on exclusivity, personalization, and continuous shopping intention, as reflected by information on platform satisfaction, and low level of innovation among the consumers showed significant effect on convenience. This study's findings highlight the importance of enhancing exclusivity, convenience, informativeness, and esthetics in fashion vertical platforms, and improving platform satisfaction. These findings will be used to develop marketing strategies that can lead to continuous shopping intentions and provide opportunities for the industry.

A Study on the Anti-Doping Communication from Niklas Luhmann's Systems Theory, its' Limits and Tasks (니클라스 루만(Niklas Luhmann)의 체계이론적 관점에서 본 반-도핑 커뮤니케이션의 한계와 과제)

  • Song, Hyeong-Seok
    • 한국체육학회지인문사회과학편
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    • v.55 no.2
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    • pp.11-22
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    • 2016
  • Researcher has reviewed the diagnosis and strategies under the perspective of the Luhmann's system theory, and has concluded the following. The existing anti-doping communication has adopted a personalization strategy, in which the causes and responsibilities of doping is attributed to persons. Therefore, the problem-solving measures are all most the individual-centered such as detection, punishment, education to enlighten. Such a strategy is not only to simplify the doping phenomenon, which is a result of the complex entanglement of the interests of the sport system and its surroundings functional systems, to a result of the individual decision-making according to free will, but also to contribute to hiding of the internal and structural problems of systems through the self-reflection blocking of sport system and its surrounding systems, and to inactivate the anti-doping efforts by imposing demand which player or trainer can not easy accept. The effective strategy for combating doping should be conceptualized and executed in all levels of problems.