• Title/Summary/Keyword: 상점

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An Implementation of Google POI Application Using Google Place API based on User Selection (Google Place API를 활용한 사용자 선택 기반 Google POI 애플리케이션 구현)

  • Ou, Soo-Bin;Ihm, Sun-Young;Park, Young-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.922-923
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    • 2015
  • 각 지역마다 많은 시설 및 상점이 존재하고 사용자들은 특정 지역에 자신이 원하고 필요한 곳을 찾기 위해서는 직접 검색을 통해 찾는 일이 필요하다. 본 논문에서는 안드로이드 기반 Google POI 애플리케이션을 구현하여 사용자가 원하는 특정 지역에 시설이나 상점을 검색하여 시각화하여 보여준다.

A Recommendation System of Exponentially Weighted Collaborative Filtering for Products in Electronic Commerce (지수적 가중치를 적용한 협력적 상품추천시스템)

  • Lee, Gyeong-Hui;Han, Jeong-Hye;Im, Chun-Seong
    • The KIPS Transactions:PartB
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    • v.8B no.6
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    • pp.625-632
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    • 2001
  • The electronic stores have realized that they need to understand their customers and to quickly response their wants and needs. To be successful in increasingly competitive Internet marketplace, recommender systems are adapting data mining techniques. One of most successful recommender technologies is collaborative filtering (CF) algorithm which recommends products to a target customer based on the information of other customers and employ statistical techniques to find a set of customers known as neighbors. However, the application of the systems, however, is not very suitable for seasonal products which are sensitive to time or season such as refrigerator or seasonal clothes. In this paper, we propose a new adjusted item-based recommendation generation algorithms called the exponentially weighted collaborative filtering recommendation (EWCFR) one that computes item-item similarities regarding seasonal products. Finally, we suggest the recommendation system with relatively high quality computing time on main memory database (MMDB) in XML since the collaborative filtering systems are needed that can quickly produce high quality recommendations with very large-scale problems.

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The Impacts of AI-enabled Search Services on Local Economy (AI 기반 장소 검색 서비스가 지역 경제에 미치는 영향에 대한 실증 연구)

  • Heejin Joo;Jeongmin Kim;Jeemahn Shin;Keongtae Kim;Gunwoong Lee
    • Information Systems Review
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    • v.23 no.3
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    • pp.77-96
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    • 2021
  • This research investigates the pivotal role of AI-enabled technologies in vitalizing the local economy. Collaborating with a leading search engine company, we examine the direct and indirect of an AI-based location search service on the success of sampled 7,035 local restaurants in Gangnam area in Seoul. We find that increased use of AI-enabled search and recommendation services significantly improved the selections of previously less-discovered or less-popular restaurants by users, and it also enhanced the stores' overall conversion rates. The main research findings have contributions to extant literature in theorizing the value of AI applications in local economy and have managerial implications for search businesses and local stores by recommending strategic use of AI applications in their businesses that are effective in highly competitive markets.

The Pattern of Pusan Station Shopping District( I ) (부산역(釜山驛) 상점가(商店街)의 패턴( I ))

  • Kim, Won-Kyung
    • Journal of the Korean association of regional geographers
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    • v.5 no.1
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    • pp.25-75
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    • 1999
  • This study concern with the pattern of Pusan Station Shopping District within Pusan City, Korea, one of the third ranked centers within Pusan-the first ranked is CBD, the second is subCBD, the third are Spa Shopping district, Tongnae shopping district, Jobang-Ap shopping district and Yangjeong shopping district. This paper serves as a part of series studies which attempt to clarify the internal structure of Pusan as a whole. Part(I) of this study deals with the pattern of functions including information & culture, business, recreation and retailing. The results are as follows. 1. Pusan Station is one of higher ranked class of central places within Pusan City. But the ratio of dwelling houses is the highest in Pusan Station among the 9 higher ranked central places within Pusan. It means that the residential areas still remain along the maze type of narrower streets inner part of the blocks, especially western belt of this shopping district. 2. Business functions are one of the important criteria which classified the central places within the city and Pusan Station is the first ranked shopping districts in terms of these criteria among the 9 higher ranked central places including CBD within Pusan City. It suggests that Pusan Station is the miniature of the CBD, SubCBD is not the miniature of CBD in the view point of business function. It also means that Pusan Station Shopping District has been developed as a special shopping district or as a special central place. It has not been evolved as a center of the hierarchy of central places within the city by the natural or organic growth. 3. Pusan Station as 'the third space or drinking place' and it's characteristics as a amusement center presents at so called the 'Texas Town'-free tax area- whose customers are mainly U. S. soldiers and foreign sailors. But from the 1990s, this 'Town' changed to 'Russian Town', You can easy to meet many Russians and Russian lettered signboards-not English- along the street. 4. Convenient stores distribute mainly at back streets or along the narrower streets. It means that this kinds of stores have a residential oriented character. And a certain convenient stores locate with almost same distances. It suggests that it's hinterland is limited in nearer neighborhoods.

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Design and implementation of product management system using NFC function (NFC 기능을 활용한 상품관리 시스템 설계 및 구현)

  • Kim, Ji-Hoon;Park, Jeong-Seon;Han, Soonhee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.5
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    • pp.1201-1206
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    • 2014
  • Retail stores are mostly relying their product management on handwriting. This handwriting management is limited and poor at managing the status of stocking and releasing. Also, to confirm real-time product status, additional statistic system is required. POS system developed to overcome foresaid problems is operating only in big and special stores because of expensive price and limited space. Therefore, new automated management system which has low installation price needs to be developed and adopted instead of handwriting management system. In this paper, we developed real-time product management system which can manage the products in retail stores by utilizing NFC function in mobile device.

Design and Implementation of the System Provide of the Loyalty Service for Electronic Commerce (전자상거래 로열티 서비스를 위한 시스템 제공자 설계 및 구현)

  • Hong, Jae-Young;Kim, Ki-Young;Lee, Young-Seok;Choi, Hoon;Kim, Young-Kuk;Hong, Seung-Jae
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.3
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    • pp.348-355
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    • 2000
  • Loyalty is a bonus point that a customer earns in reward of purchasing goods of a shop or a manufacturer. The management of loyalty such as issuing, accounting, reimbursing is carried out by the loyalty system. Traditional loyalty systems were proprietary. As a result, the systems are not interoperable with each other. However, our loyalty system allows a group of merchants join together and use the same IC card to operate their own loyalty programs. Data and counters can be shared or totally isolated, using secret codes and keys. The loyalty pool system communicates with the loyalty service providers over the Internet and performs the management of loyalty in fully automated manner. This paper describes the functional architecture and internal behavior of the loyalty pool system along with the communication protocols.

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Mobile Shopping Agent using Game Theory (게임이론을 이용한 모바일 쇼핑 에이전트)

  • Jeong, Jae-Heon;Yeom, Ki-Won;Park, Ji-Hyung
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.774-779
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    • 2007
  • 최근 온라인 경매나 오픈 마켓 같은 온라인 전자상거래가 활발히 이루어지고 있다. 더불어 사용자가 PDA와 같은 단말기를 휴대하고 이동하는 동안 전자상거래가 이루어질 가능성이 높아지고 있다. 이러한 상황에서 온라인 전자상거래의 구매자와 판매자를 대신해서 협상을 수행하고 매매를 성사시키는 에이전트에 대한 연구가 시도되고 있다. 이를 확장하여 지능형 에이전트를 휴대형단말기에 적용함으로써, 모바일 환경에서 구매자와 판매자간의 전자상거래를 대행하는 협상 에이전트의 필요성이 부각되고 있다. 본 연구에서는 모바일 전자상거래환경에서 에이전트가 협상에 대한 합리적인 판단할 수 있도록 게임이론을 사용하여 모델화 하였고, 휴대형단말기가 블루투스를 통해 인근에 있는 상점을 탐색 및 블루투스 네트워크를 구성하도록 하였다. 또한, 사용자가 협상 항목을 단계적으로 변경할 수 있는 전략을 사용할 수 있게 하였으며, 이를 평가함수를 사용하여 협상해서 최종 거래 결정은 자동 또는 수동으로 성사되게 하였다. 기존 협상 모델은 가격과 배송 방법 같은 협상 항목에 대해 가중치만을 변경하여 만족도를 판단함으로써, 실질적인 항목의 변화는 없고 초기에 설정된 협상 항목이 변경되지 않는 문제점이 있었다. 본 연구에서는 다단계 전략을 사용하여 단계마다 사용자의 요구 사항을 변경시킬 수 있기 때문에, 초기에 설정한 협상 항목의 값이 단계별로 변경될 수 있어 사용자의 의도가 협상에 실질적으로 반영되는 효과가 있다. 더불어 오프라인 전자상거래에서는 구매자가 직접 상점을 방문하여 상품을 검색하고 협상하였다. 그러나, 본 연구에서는 이동중인 사용자의 인근에 위치한 상점 에이전트로부터 상품 정보를 받는다. 그 후에 에이전트가 구매 협상을 하기 때문에 사용자가 이동 중에 상가에 직접 들어가지 않고도 상품을 검색 및 협상 할 수 있는 장점이 있다. 본 논문에서는 제안한 모바일 쇼핑 에이전트를 구현하고, 협상 과정과 결과를 비교하여 모델의 타당성과 성능을 평가한다.

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