• Title/Summary/Keyword: 매출 패턴

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Datamining technique for successful eCRM, CRM (성공적인 eCRM, CRM을 위한 데이터마이닝 기법)

  • Kang Rae-Goo;Lim Hee-Kyoung;Jung Chai-Yeoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.9
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    • pp.1596-1601
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    • 2006
  • To customer management finds and forecast customer's various pattern more easily and conveniently rising by important topic that control corporation's success and failure, mmy corporations are introducing CRM and eCRM fast. At past, customer management had been managed by statisticians or special statistics package but it is trend been alternating gradually by datamining technique to do to computerize statistics process based on sudden development of IT. Field that this datamining is used representatively is CRM, eCRM. This paper applied datamining using GA referencing customer data or discount store and sale data or 2004 years. forecasted 2005 years melancholy customer by datamining and proved datamining through comparison with actuality customer data is how effective to eCRM.

Introduction of Mobile Supporting Functionalities for Promoting the VOD Service of a Digital Cable Broadcasting (디지털케이블방송사의 VOD 서비스 활성화를 위한 모바일 지원 기능 개발 사례)

  • Ko, Kwangil
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.339-346
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    • 2014
  • VOD Service, which has established a solid foothold as a profit model of digital broadcasting companies, is emerging as a key application of the N-screen technologies and services. In the circumstance, broadcasting companies are trying to promoting their VOD services by providing mobile services for improving the VOD service usability. The paper introduces a VOD mobile app (of a domestic digital cable broadcasting), which includes the functions of promoting the VOD programs and events printed on a VOD guide book, directly transmitting the information (e.g., book-marking and remote-control signals) to a set-top box, and watching the video contents stored in the mobile device on TV.

Introduction to Responsibility Game System of Web Board Games (웹보드게임의 책임게임시스템 도입)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.388-389
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    • 2015
  • After being enforced web board game enforcement ordinance, the majority manufacturer of sales that had been operating a web board game was greatly reduced. This restriction is true and that it had a significant impact in preventing exchange and gambling resistance, abnormal use has occurred to still bypass. Therefore, in this study, you can either leave a note of the 'Web Board' sunset enforcement ordinance, and how the debate any changes are necessary and alternative dimension approach, especially we try to study an unusual user patterns that utilize the game system of responsibility as an alternative.

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Effective eCRM using prediction function of Data Mining (Data Mining의 예측기능을 이용한 효과적인 eCRM)

  • Kang Rae-Goo;Kim Seung-Eon;Jung Chai-Yeoung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.1039-1042
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    • 2006
  • Because many corporations computerize process figure enemy who is introducing eCRM fast and are used mainly at past by purpose to detect and analyze and forecast systematic analysis of customer information and various pattern of customer recently, ordinary peoples are trend that is alternated gradually by data mining that can drawand forecast result of good quality easily. Field that this data mining is used representatively is eCRM. In this treatise customer data of A discount store and sale data of 1 years experimenting that forecast customer contribution to base next year through data mining actuality data and data mining through comparison with predicted data are how effective to eCRM prove.

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An Empirical Study of Financial Analyst's Forecasting Activities on the Firm's Operating Performances (기업실적에 대한 재무분석가의 예측활동에 관한 실증연구)

  • Kwak, Jae-Seok
    • The Korean Journal of Financial Management
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    • v.20 no.1
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    • pp.93-124
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    • 2003
  • This paper studies the financial analyst's forecasting activities on the firm's operating performance during the period from 1999 to 2003. In this study, financial analyst's forecasting activities are focused on the sales, operating income and net income and financial analyst's forecasting accuracy, forecasting revising patterns and forecasting activities to the unexpected firm's operating performance are studied. Some empirical findings in this study are as follows. First, standard estimate error on the sales, operating income and net income are all significantly negative value and so financial analyst's forecast on the firm's operating performance are upwardly biased. Second, domestic financial analyst's forecasting activities is relatively more accuracy than foreign financial analyst's forecasting activities. Third, forecasting time is more close to the end of the operating performance announcement day, forecasting activities are more accuracy. Fourth, comparing with individual financial analyst's forecast, consensus forecast is more accuracy. Fifth, in the comparative forecasting activities study according to the prior firm's operating performance, financial analyst's forecasting revision activities are found to be upward or downward. Sixth, financial analysts overreact in the sales forecast and underreact in the operating income and net income forecast. Seventh, in the empirical analysis on the Easterwood-Nutt's test model(1999) which the firm's performance change are divided into the expected performance change and the unexpected performance change, it is found that financial analyst's forecasting activities on the firm's operating performance are systematically optimistic.

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Does Co-evolutionary Pattern Exist between KOSDAQ and KOSDAQ-Listed Companies? (코스닥시장과 코스닥상장기업간 진성성장 상관패턴 연구)

  • Yang, Young-Seok;Min, Kyung-Se;Joo, Sung-In
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.1 no.1
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    • pp.1-21
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    • 2006
  • The ultimate goal of this paper falls on assessing the magnitude of co- evolutionary pattern existing between the genuine growth of KOSDAQ and KOSDAQ-Listed Companies. This paper define the concept of "genuine growth" as including quantitative and qualitative growth of each entities. This paper take genuine growth indexes of KOSDAQ as liquidity, fairness, volatility, transparency, while that of KOSDAQ-Listed Companies as quantitative financial indexes and qualitative financial indexes. This paper brings three research implications as conclusions. First, growth engine of KOSDAQ resulting in its' qualitative growth besides quantitative one is founded on number of KOSDAQ-Listed companies showing outstanding financial performance qualitatively, Second, increasing permanent profit portion of KOSDAQ-Listed Companies have induced a long-term assessed investment rather than short insight speculation in the year of 2005. In addition, source of lowering market volatility and stabilizing market is strongly correlated with the excellency of profit quality among KOSDAQ-Listed Companies. Third, a high adaptability of KOSDAQ-Listed companies meeting with market sustaining requirements enable KOSDAQ to enhance market efficiency.

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Emoticon by Emotions: The Development of an Emoticon Recommendation System Based on Consumer Emotions (Emoticon by Emotions: 소비자 감성 기반 이모티콘 추천 시스템 개발)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.227-252
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    • 2018
  • The evolution of instant communication has mirrored the development of the Internet and messenger applications are among the most representative manifestations of instant communication technologies. In messenger applications, senders use emoticons to supplement the emotions conveyed in the text of their messages. The fact that communication via messenger applications is not face-to-face makes it difficult for senders to communicate their emotions to message recipients. Emoticons have long been used as symbols that indicate the moods of speakers. However, at present, emoticon-use is evolving into a means of conveying the psychological states of consumers who want to express individual characteristics and personality quirks while communicating their emotions to others. The fact that companies like KakaoTalk, Line, Apple, etc. have begun conducting emoticon business and sales of related content are expected to gradually increase testifies to the significance of this phenomenon. Nevertheless, despite the development of emoticons themselves and the growth of the emoticon market, no suitable emoticon recommendation system has yet been developed. Even KakaoTalk, a messenger application that commands more than 90% of domestic market share in South Korea, just grouped in to popularity, most recent, or brief category. This means consumers face the inconvenience of constantly scrolling around to locate the emoticons they want. The creation of an emoticon recommendation system would improve consumer convenience and satisfaction and increase the sales revenue of companies the sell emoticons. To recommend appropriate emoticons, it is necessary to quantify the emotions that the consumer sees and emotions. Such quantification will enable us to analyze the characteristics and emotions felt by consumers who used similar emoticons, which, in turn, will facilitate our emoticon recommendations for consumers. One way to quantify emoticons use is metadata-ization. Metadata-ization is a means of structuring or organizing unstructured and semi-structured data to extract meaning. By structuring unstructured emoticon data through metadata-ization, we can easily classify emoticons based on the emotions consumers want to express. To determine emoticons' precise emotions, we had to consider sub-detail expressions-not only the seven common emotional adjectives but also the metaphorical expressions that appear only in South Korean proved by previous studies related to emotion focusing on the emoticon's characteristics. We therefore collected the sub-detail expressions of emotion based on the "Shape", "Color" and "Adumbration". Moreover, to design a highly accurate recommendation system, we considered both emotion-technical indexes and emoticon-emotional indexes. We then identified 14 features of emoticon-technical indexes and selected 36 emotional adjectives. The 36 emotional adjectives consisted of contrasting adjectives, which we reduced to 18, and we measured the 18 emotional adjectives using 40 emoticon sets randomly selected from the top-ranked emoticons in the KakaoTalk shop. We surveyed 277 consumers in their mid-twenties who had experience purchasing emoticons; we recruited them online and asked them to evaluate five different emoticon sets. After data acquisition, we conducted a factor analysis of emoticon-emotional factors. We extracted four factors that we named "Comic", Softness", "Modernity" and "Transparency". We analyzed both the relationship between indexes and consumer attitude and the relationship between emoticon-technical indexes and emoticon-emotional factors. Through this process, we confirmed that the emoticon-technical indexes did not directly affect consumer attitudes but had a mediating effect on consumer attitudes through emoticon-emotional factors. The results of the analysis revealed the mechanism consumers use to evaluate emoticons; the results also showed that consumers' emoticon-technical indexes affected emoticon-emotional factors and that the emoticon-emotional factors affected consumer satisfaction. We therefore designed the emoticon recommendation system using only four emoticon-emotional factors; we created a recommendation method to calculate the Euclidean distance from each factors' emotion. In an attempt to increase the accuracy of the emoticon recommendation system, we compared the emotional patterns of selected emoticons with the recommended emoticons. The emotional patterns corresponded in principle. We verified the emoticon recommendation system by testing prediction accuracy; the predictions were 81.02% accurate in the first result, 76.64% accurate in the second, and 81.63% accurate in the third. This study developed a methodology that can be used in various fields academically and practically. We expect that the novel emoticon recommendation system we designed will increase emoticon sales for companies who conduct business in this domain and make consumer experiences more convenient. In addition, this study served as an important first step in the development of an intelligent emoticon recommendation system. The emotional factors proposed in this study could be collected in an emotional library that could serve as an emotion index for evaluation when new emoticons are released. Moreover, by combining the accumulated emotional library with company sales data, sales information, and consumer data, companies could develop hybrid recommendation systems that would bolster convenience for consumers and serve as intellectual assets that companies could strategically deploy.

A Network Approach to Derive Product Relations and Analyze Topological Characteristics (백화점 거래 데이터를 이용한 상품 네트워크 연구)

  • Kim, Hyea-Kyeong;Kim, Jae-Kyeong;Chen, Qiu-Yi
    • Journal of Intelligence and Information Systems
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    • v.15 no.4
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    • pp.159-182
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    • 2009
  • We construct product networks from the retail transaction dataset of an off-line department store. In the product networks, nodes are products, and an edge connecting two products represents the existence of co-purchases by a customer. We measure the quantities frequently used for characterizing network structures, such as the degree centrality, the closeness centrality, the betweenness centrality and the centralization. Using the quantities, gender, age, seasonal, and regional differences of the product networks were analyzed and network characteristics of each product category containing each product node were derived. Lastly, we analyze the correlations among the three centrality quantities and draw a marketing strategy for the cross-selling.

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Snack Culture and Fast Fashion (스낵 컬처와 패스트 패션)

  • Yun, Eul-Yo
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.612-627
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    • 2016
  • This study is research on the snack culture and fast fashion. The purpose of this study is to examine the common attributes of snack culture and fast fashion as a cultural phenomenon. The following results were obtained: First, snack culture and fast fashion have attributes of 3S represented by Speed, Short time, and Simplification. Second, snack culture and fast fashion meet consumer demands by fun and various contents and a variety of designs, respectively. Third, although snack culture has developed on the basis of information technology, fast fashion has grown based on the technological innovation of business, organization, and distribution system. Fourth, snack culture communicates with the world through opening and sharing to be globalize a context, and fast fashion is globalized to multinational corporations by increasing sales and development of scale. Fifth, snack culture has a synergistic effect by maximizing the multiple interactions through social campaigns based on the attribute to communicate with many-to-many relationship. In addition, fast fashion produces a synergistic effect through collaborative strategic alliances.

A Study on Spatial Structure Changes of General Merchandise Retail in Daejeon Metropolitan City (대전광역시 종합소매업의 공간구조 변화에 관한 연구)

  • Ryu Ju-Hyun
    • Journal of the Korean Geographical Society
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    • v.39 no.4
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    • pp.602-619
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    • 2004
  • The purposes of this study are to describe the changes of retail environment and general merchandise retail structure in Daejeon Metropolitan City since e distribution market open. At the interval of five years (1996~2001) the rapid increase of large-scale discount stores have had a profound impacts on the retail structure and the spatial retail structure. The results of this study are summarized as follows. First, the proportion of general merchandise retail has increased in the retail structure. Second, each business type of general merchandise retail has taken different growth pattern, which has been distributed differently. Third, the establishment of general merchandise retail is on the decrease, the annual sale of general merchandise retail is one increase. Moreover the hightest sale region is changed from old-town to new-town. Many more variables like assortment of goods according to the locality should be reflected in the following spatial retail structure research.