• Title/Summary/Keyword: 경영성과모형

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A Study on the Relative Operational Efficiency of Foreign Port Transportation Industry (외항운송업의 상대적 운영효율성 분석)

  • Kang, Da-Yeon;Lee, Ki-Se
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.88-95
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    • 2021
  • In Korea, which achieved economic growth due to export industries, the economic importance of the foreign port transportation industry is very great. The government took the initiative in fostering the foreign port transportation industry, and as a result, it developed into one of the top 10 foreign port transport countries in the world. However, due to the poor management of the small and medium-sized foreign port transport business and the trade dispute between countries, the foreign port transportation industry has faced a long-term invasion. Therefore, in order for these companies to recover again, they will, among other things, have to reorganize their operational inefficiency to carry out efficient production activities. In this study, we want to analyze the management efficiency of the top 10% companies in the unlisted domestic outbound shipping industry, present the project value of inefficient enterprises, and confirm the reference collection of companies that may be subject to benchmarking. For this purpose, a total of 10 foreign port transportation industry were analysed for efficiency and scale profitability (RTS) of the CCR and BCC models. The analysis showed that there were a total of six entities with BCC efficiency and five entities with CCR efficiency. In addition, there were a total of five entities with both BCC and CCR efficiency.

Relationship between Design Characteristics, Relationship Quality, and Customer Loyalty of the Mobile Game User Community (모바일게임 유저커뮤니티의 설계특성, 관계품질, 고객충성도와의 관계)

  • Min, Taeki;Oh, Segu
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.94-104
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    • 2021
  • It is no longer special for the gaming industry to provide a community to promote their games. Much prior research related to the community also focuses on the spread of community influence and its importance. In particular, the user community in the gaming industry is having a big impact on the company's revenue creation beyond the simple level of information provision and promotion of friendship. Therefore, providing a community at the same time as the game is released is becoming a common trend in the gaming industry This study attempted to explore factors influencing the design of more effective communities under the assumption that the user community will influence the loyalty of mobile games. The design elements of the community suggested in this study are the provision of interaction tools between users, the provision of information, and communication between the game maker and the users. This study aims to confirm that these design factors affect customer loyalty by reinforcing user empathy and trust in the game within the user community. After collecting data from 251 users active in the mobile game user community, the model presented in this study was empirically analyzed. As a result, the design elements of the game community suggested in this study were found to affect customer loyalty by strengthening the empathy for the game and the trust in the game developer.

An Empirical Study on Moderating Effects of Corporate Mentoring between Entrepreneurship and Start-Up Satisfaction (창업가정신이 창업만족도에 미치는 영향에 대한 기업 멘토링의 조절효과에 관한 연구: 부산·경남지역의 창업기업을 대상으로)

  • Jung, Sang Chul;Kim, Young Jin
    • International Area Studies Review
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    • v.21 no.1
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    • pp.119-136
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    • 2017
  • This study investigates the moderating effects of corporate mentoring on the relationship between entrepreneurship and start-up satisfaction. The research was designed to examine a direct relationship between the entrepreneurship on the start-up satisfaction. In addition, indirect impacts of corporate mentoring on the relationship between entrepreneurship and start-up satisfaction. Data was collected by distributing questionnaires through e-mail or direct visit to the participating companies in the Start-up Leading University Project, college start-up clubs, companies in university business incubating centers, and general entrepreneurs in Busan and Gyeongnam areas. Empirical data was then analyzed using the SPSS 18.0 statistical program. The results reveal that such categories as innovation and autonomy in entrepreneurship have a direct positive effect on entrepreneurial satisfaction and the corporate mentoring has a moderating effect only when autonomy has a direct positive effect on start-up satisfaction. It is implied that an improvement of start-up satisfaction may be attained only when mentoring programs are well accepted by entrepreneurs and their workers while working in a free and autonomous environment with a flexible corporate culture. This study may provide the theoretical and practical implications for start-up support organizations such as start-up support groups of Start-Up Leading University Project.

The Influence of Organizational Culture Characteristics on Employees' Innovation Behavior : A study on the mediating effect of creative self-efficacy (조직문화 특성이 종업원의 혁신행동에 미치는 영향 :창의적 자기효능감의 매개효과에 관한 연구)

  • Kim, Ji Woong;Kang, Min Jung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.406-415
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    • 2021
  • In this study, a research model was established and analyzed in order to examine how the characteristics of organizational culture affect the innovation behavior of employees. This study divided the characteristics of organizational culture into development, stability, and rationality as sub-factors, and conducted a study on the relationship between characteristics of organizational culture and innovation behavior. This study also attempted to confirm whether creative efficacy mediates between the characteristics of organizational culture and innovation behavior. To this end, the data collection was targeted to 80 members of the organization in the company, and the SPSS and PLS programs were used to analyze the collected data. As a result of hypothesis testing, only stability among the characteristics of organizational culture had a significant direct effect on innovation behavior. These results can be interpreted as meaningful results in a study between the characteristics of organizational culture and the innovation behavior of employees. In addition, creative efficacy was found to significantly mediate the influence of organizational cultural characteristics (development, stability, and rationality) on employees' innovation behavior. We suggest that companies should focus on forming an organizational culture in terms of internal stability perceived by employees, and lead employees' innovation behavior to create organizational performance. We propose that companies should create an organizational culture so that the characteristics of the organizational culture (development, stability, rationality) increase the creative efficacy of the employees and lead to the innovation behavior of the employees.

Appropriate App Services and Acceptance for Contact Tracing: Survey Focusing on High-Risk Areas of COVID-19 in South Korea (코로나 19 동선 관리를 위한 적정 앱 서비스와 도입: 고위험 지역 설문 연구)

  • Rho, Mi Jung
    • Korea Journal of Hospital Management
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    • v.27 no.2
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    • pp.16-33
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    • 2022
  • Purposes: Prompt evaluation of routes and contact tracing are very important for epidemiological investigations of coronavirus disease 2019 (COVID-19). To ensure better adoption of contact tracing apps, it is necessary to understand users' expectations, preferences, and concerns. This study aimed to identify main reasons why people use the apps, appropriate services, and basis for voluntary app services that can improve app participation rates and data sharing. Methodology/Approach: This study conducted an online survey from November 11 to December 6, 2020, and received a total of 1,048 survey responses. This study analyzed the questionnaire survey findings of 883 respondents in areas with many confirmed cases of COVID-19. This study used a multiple regression analysis. Findings: Respondents who had experience of using related apps showed a high intention to use contact-tracing apps. Participants wished for the contact tracking apps to be provided by the government or public health centers (74%) and preferred free apps (93.88%). The factors affecting the participants' intention to use these apps were their preventive value, performance expectancy, perceived risk, facilitative ability, and effort expectancy. The results highlighted the need to ensure voluntary participation to address participants' concerns regarding privacy protection and personal information exposure. Practical Implications: The results can be used to accurately identify user needs and appropriate services and thereby improve the development of contact tracking apps. The findings provide the basis for voluntary app that can enhance app participation rates and data sharing. The results will also serve as the basis for developing trusted apps that can facilitate epidemiological investigations.

A study about the effects of online commerce on the local retail commercial area (온라인 거래의 증가가 지역 소매 상권에 미치는 영향에 관한 연구)

  • Lee, Kangbae
    • Economic Analysis
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    • v.25 no.2
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    • pp.54-95
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    • 2019
  • The purpose of this study is to analyze quantitatively and qualitatively the effects of the increase in online shopping and its effects on real-world commercial outlets. The empirical analysis of this study is based on the results of "Census on Establishments" and "Online Shopping Survey" that cover 15 years, from 2002 to 2016. According to the results of this study, the increase in the number of online transactions affects the decrease in the number of stores in the real-world retail sector. However, non-specialized large stores and chain convenience stores showed an increase in the number of stores. In addition, the number of F&B stores increased the most in line with the increase in online transactions. This is because the increase in online transactions and in internet users led to the use of more delivery applications and the introduction of popular places on blogs or through social media. Street-level rents for medium and large-sized locations increased. In other words, it is seen that the demand for differentiated real-world stores that provide a good user experience increases, even though online transactions also increase. These results suggest that real-world stores should provide good user experiences in their physical locations with a certain size and assortment of goods.

Financial Products Recommendation System Using Customer Behavior Information (고객의 투자상품 선호도를 활용한 금융상품 추천시스템 개발)

  • Hyojoong Kim;SeongBeom Kim;Hee-Woong Kim
    • Information Systems Review
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    • v.25 no.1
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    • pp.111-128
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    • 2023
  • With the development of artificial intelligence technology, interest in data-based product preference estimation and personalized recommender systems is increasing. However, if the recommendation is not suitable, there is a risk that it may reduce the purchase intention of the customer and even extend to a huge financial loss due to the characteristics of the financial product. Therefore, developing a recommender system that comprehensively reflects customer characteristics and product preferences is very important for business performance creation and response to compliance issues. In the case of financial products, product preference is clearly divided according to individual investment propensity and risk aversion, so it is necessary to provide customized recommendation service by utilizing accumulated customer data. In addition to using these customer behavioral characteristics and transaction history data, we intend to solve the cold-start problem of the recommender system, including customer demographic information, asset information, and stock holding information. Therefore, this study found that the model proposed deep learning-based collaborative filtering by deriving customer latent preferences through characteristic information such as customer investment propensity, transaction history, and financial product information based on customer transaction log records was the best. Based on the customer's financial investment mechanism, this study is meaningful in developing a service that recommends a high-priority group by establishing a recommendation model that derives expected preferences for untraded financial products through financial product transaction data.

Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Forecasting of Customer's Purchasing Intention Using Support Vector Machine (Support Vector Machine 기법을 이용한 고객의 구매의도 예측)

  • Kim, Jin-Hwa;Nam, Ki-Chan;Lee, Sang-Jong
    • Information Systems Review
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    • v.10 no.2
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    • pp.137-158
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    • 2008
  • Rapid development of various information technologies creates new opportunities in online and offline markets. In this changing market environment, customers have various demands on new products and services. Therefore, their power and influence on the markets grow stronger each year. Companies have paid great attention to customer relationship management. Especially, personalized product recommendation systems, which recommend products and services based on customer's private information or purchasing behaviors in stores, is an important asset to most companies. CRM is one of the important business processes where reliable information is mined from customer database. Data mining techniques such as artificial intelligence are popular tools used to extract useful information and knowledge from these customer databases. In this research, we propose a recommendation system that predicts customer's purchase intention. Then, customer's purchasing intention of specific product is predicted by using data mining techniques using receipt data set. The performance of this suggested method is compared with that of other data mining technologies.

Investigation of "Paradox of Technology" in Service Convergence: Case of Telematics Service (컨버전스 서비스 평가에 대한 기술의 역설: 텔레매틱스 서비스를 중심으로)

  • Lee, Sang-Hoon;Park, Joo-Han;Lee, Ho-Geun
    • Information Systems Review
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    • v.11 no.1
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    • pp.19-47
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    • 2009
  • Many products today tend to adopt a convergence approach by adding new features or functionalities to the existing products. The convergence, however, results in both positive and negative effects on usage of products, and thus demonstrates the characteristics called "paradox of technology." On the one hand, the added functionalities or features will increase the usefulness of the products. On the other hand, the convergence increases complexity of learning and usage of products and may decrease satisfaction or user evaluations. This study provides an empirical evidence of this paradox through investigation of telematics, one of the exemplary products of convergence services. Our research model is designed to test the existence of the "paradox of technology" and includes variables such as variety of functions, complexity of usage, perceived usefulness, service evaluation, and service fit. The proposed research model and subsequent hypotheses are empirically tested using 149 survey responses from telematics users. We have found that the variety of functions is positively associated with perceived usefulness, but is negatively associated with the complexity of usage. The data analysis reveals that the perceived usefulness has more significant impacts on service evaluation than the complexity of usage does. Furthermore, the strength of causal relationships among these variables is partially moderated by the degree of service fit. This study thus highlights the paradox of technology in explaining user attitudes and beliefs associated with convergence services.