• Title/Summary/Keyword: 구매카테고리

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Implementation of a Mouse with an OLED display for a Customized Advertisement Based on the Internet (인터넷 기반 수요자 맞춤형 광고를 위한 OLED 디스플레이 장착 마우스의 구현)

  • Lee, Sun-Hwan;Lee, Hyuek-Jae
    • Journal of the Institute of Convergence Signal Processing
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    • v.12 no.1
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    • pp.50-55
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    • 2011
  • In this paper, we propose and demonstrate an effective video advertising method for on-line shopping malls. For the Internet advertising, we make a mouse with a small OLED display that can communicate with PC's Internet network. Without displaying the teasing Pop-ups on the PC's monitor, the advertising for a shopping mall is directly sent to the OLED display on the mouse. Also, the proposed method has merits of sending the advertising based on customer's preference by using IP multicasting, which the customer can select an advertising category in advance. When the customer want to buy an item on the OLED display, the detail advertising can be immediately accessed through a Web browser on PC's monitor by pushing a special button on the mouse.

Development of Supervised Machine Learning based Catalog Entry Classification and Recommendation System (지도학습 머신러닝 기반 카테고리 목록 분류 및 추천 시스템 구현)

  • Lee, Hyung-Woo
    • Journal of Internet Computing and Services
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    • v.20 no.1
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    • pp.57-65
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    • 2019
  • In the case of Domeggook B2B online shopping malls, it has a market share of over 70% with more than 2 million members and 800,000 items are sold per one day. However, since the same or similar items are stored and registered in different catalog entries, it is difficult for the buyer to search for items, and problems are also encountered in managing B2B large shopping malls. Therefore, in this study, we developed a catalog entry auto classification and recommendation system for products by using semi-supervised machine learning method based on previous huge shopping mall purchase information. Specifically, when the seller enters the item registration information in the form of natural language, KoNLPy morphological analysis process is performed, and the Naïve Bayes classification method is applied to implement a system that automatically recommends the most suitable catalog information for the article. As a result, it was possible to improve both the search speed and total sales of shopping mall by building accuracy in catalog entry efficiently.

The Impact of Item Characteristics on the Selective e-Procurement Strategies (구매품목의 특성이 전자조달방식의 선택에 미치는 영향)

  • Chun, Hong-Mal;Pyun, Ji-Surk
    • Asia pacific journal of information systems
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    • v.14 no.2
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    • pp.87-114
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    • 2004
  • This paper empirically examined the relationships between the characteristics of purchasing items and the effective e-procurement strategies. We found that the importance of items has influence on the effective e-procurement, while the complexity of purchasing process has little influence. This fact exhibits the automation of transactional process has little influence on carrying out e-procurement. We also found, companies prefer the horizontal e-marketplace to the vertical e-marketplace. In addition, companies want to purchase through the e-bidding or reverse auction for lower prices.

Cloud-based used bookstore service system (클라우드 기반 중고서점 서비스 시스템)

  • Park, Jong-Seop;Kim, Gyu-min;Park, Su-hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.99-101
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    • 2019
  • 본 논문에서는 기존에 제공 되고 있는 애플리케이션의 기능을 향상시켜 새로운 애플리케이션을 제안한다. 해마다 시작되는 학기에 따라 학생들은 전공 서적을 사야하고 한 학기 평균으로 2~4권의 교재 구매한다. 전공 서적의 평균 가격은 서적 당 2만원이 넘는 가격으로서 학생들에겐 부담이 되는 가격이다. 최근에 부상하고 있는 '애브리타임'이라는 애플리케이션은 각 대학교별 정보를 공유하거나 커뮤니케이션이 가능한 애플리케이션이다. 해당 애플리케이션은 '책방'이라는 서비스를 통해 교내에 있는 학생들 간에 중고서적을 거래할 수 있는 서비스를 제공한다. '책방'서비스는 전공 서적뿐만이 아닌 교양서적, 타 학부 전공서적 등 다양한 서적을 구매할 수 있으나 사용자가 필요한 전공서적을 한 눈에 확인하는데 어려움이 있다. 따라서 누구나 쉽게 이용할 수 있고 직관적으로 원하는 서적을 찾거나 구매할 수 있게 쉬운 UI구성의 애플리케이션과 언제 어디서나 접근이 가능하고 정보의 보안이 높은 클라우드 서비스를 융합하여 사용자들의 편의성을 높이고 다양한 카테고리 구성을 통해 교내에 편리한 커뮤니케이션과 정보를 공유할 수 있는 애플리케이션을 개발한다.

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A Design and Implementation of Products Recommendation System Using the Residence time in Community (커뮤니티 점유시간을 이용한 상품추천 시스템의 설계 및 구현)

  • Cheon SoYoung;Youn SungDae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.11a
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    • pp.23-26
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    • 2004
  • 전자상거래 시장에서 고객이 관심있는 카테고리가 포괄적이고, 우선순위를 알 수 없기 때문에 이 정보를 이용하여 상품을 추천한다는 것은 고객의 개인적인 취향을 충분히 반영하지 못한다고 할 수 있다. 이에 본 논문에서는 포털사이트에 가입된 기존의 고객이 활동하고 있는 커뮤니티들 중에서 빈번히 접속하고 장시간 머물러 있는 커뮤니티를 분석해 낸다. 또한 분석된 커뮤니티 카테고리와 연관된 상품을 고객에게 추천하도록 하여 구매율을 높일 수 있는 시스템을 설계하고자 한다.

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Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

A Study on Product Search Service using Feature Point Information based on Image (이미지 기반의 특징점 정보를 이용한 제품 검색 서비스에 관한 연구)

  • Kim, Seoksoo
    • Journal of Convergence for Information Technology
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    • v.9 no.9
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    • pp.20-26
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    • 2019
  • With the development of ICT technology and the promotion of smartphone penetration, purchasing services that purchase various products through online market are being activated. In particular, due to advances in storage and delivery technology, sales of short food materials can be purchased online. Therefore, in this paper, we propose an integrated solution that enables advertisement effect, ordering and delivery through a purchase service even if there is no sales knowledge and sales network in a small shopping mall where only offline sales can be performed. The proposed system is able to efficiently view the product information by category through image search for the product that the user desires, so that the seller of the registered product can efficiently sell without any additional advertisement.

Function Analysis for SNS and Shopping Mall Integration (SNS와 쇼핑몰 통합을 위한 기능분석)

  • Gim, Misu;Woo, Wonseok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.239-244
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    • 2015
  • We can build regular relationships with customers by integrating SNS (Social Networking Service) and internet shopping mall functions. For example of direct dealing of agricultural products, consumers can find news of regular sellers (seeding, farming, harvesting and new products) in the timeline at their SNS home. Then, they can purchase the necessary products by one click motion. The sellers provide news and discount information for building regular customers. Besides these SNS personal connection building, our system provides shopping mall functions to consumer's SNS home pages with auto classified catalog of products. Then, consumes easily find necessary products and these purchase may lead to regular relationships with sellers. Consumers may redistribute recommendations and reviews and it enables direct communications between consumers who are unknown to each other.

Deep learning-based product image classification system and its usability evaluation for the O2O shopping mall platform (딥 러닝 기반 쇼핑몰 플랫폼용 상품 이미지 자동 분류 시스템 및 사용성 평가)

  • Sung, Jae-Kyung;Park, Sang-Min;Sin, Sang-Yun;Kim, Yung-Bok;Kim, Yong-Guk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.3
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    • pp.227-234
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    • 2017
  • In this paper, we propose a system whereby one can automatically classifies categories based on image data of the products for a shopping mall platform. Many products sold within internet shopping malls are classified their category defined by the same use of product names and products. However, it is difficult to search by category classification when the classification of the product is uncertain and the product classified by the shopping mall seller judgment is different from the purchasing user judgment. We proposes classification and retrieval method by Deep Learning technique solely using product image. The system can categorize products by using their images and its speed and accuracy are quantified using test data. The performance is evaluated with the test data. In addition, its usability is tested with the participants.

SNS Mall: A Study on the Analysis of SNS(Social Networking Service) Functions Applicable to Electronic Commerce for Building Regular Relationship with Customers (SNS 몰: 전자상거래에서 적용할 수 있는 SNS의 기능 분석 및 활용에 관한 연구)

  • Gim, Mi-Su;Ra, Young-Gook
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.5
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    • pp.1-7
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    • 2020
  • We can build regular customer relationships combining SNS (social networking service) with shopping mall like offline trade. A customer who once purchased is registered as reaular and the relationship continues afterward. The registered regular customer get sthe information about objective product shipment and besides it, he contacts with a story of frams, growth of vegetables, sows to harvests. Consumer can purchase with one click necessary foods as he looks at timeline. Sellers give information about news. discounts to customers. Besides it, food storages, recipes can be given to consumers. The good point here is that selling and promoting can be performed within one account. This is better than link is provided for selling an promoting separately. Like this, besides personal connections using SNS, categorization function gives consumers on line shopping mall service. Once the consumer purchase, he is registered as regular. Besides, the consumers who do not know each other, can share information, suggest products, spread the news.