• Title/Summary/Keyword: 쇼핑플랫폼

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Design and Implementation of Web Service System based on SOAP for Interactive Product Order and Price Comparison (SOAP 기반의 상호작용 상품 주문 및 가격비교 웹 서비스 시스템 설계 및 구현)

  • Kim Chul-Won;Park Jong-Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.8
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    • pp.1670-1678
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    • 2004
  • Currently, Price comparison sites receive inputs of product information and price manually after being joined by releted shopping mall companies, and can't support automatically price fluctuation of products in real time. Therefore, this paper designs and implements web service system based on SOAP for interactive product order and price comparison dynamically using web service technologies in real time. This web service system composes web service client module including functions of product search, sort and order, and server module including functions of remote procedure call for product search and order. This web service system implements interchanging product information based on SOAP messages and can support independence of platform and flexible potability in environment conforming to SOAP, WSDL and UDDI standards.

Design on the Structure of VRML Authoring Tool for Multi-user (다중 사용자용 VRML Authoring Tool 구조 설계)

  • Choi, Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.2 no.1
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    • pp.59-66
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    • 2001
  • Networked Virtual Reality systems provide a consistent virtual world to the users, possibly ditributed across long distance, and have been widely applied in the military war game, network game. edutainment, architectural areas, and shopping mall etc. Large processing requirements. however. made these systems be mainly researched on the platforms of high-performence system graphics workstations. This study paper Presents several problems when networked virtual reality systems are implemented on commodity Internet : two problems related with 3D graphical Processing, and the other related with network bandwidth and transmission delay. We also suggest solutions to these problems and analyze their performance effect based on an architectural simulation application.

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Implementation Techniques of a Workflow-based Service Broker for Service Leasing over the Internet (인터넷 서비스 임대를 위한 워크플로우 기반 서비스 중개자 구현기법)

  • Lee, Yong-Ju
    • The KIPS Transactions:PartD
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    • v.9D no.2
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    • pp.277-288
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    • 2002
  • A service broker supporting customers plays an important role in internet marketplaces. Recently. several intelligent brothers have been developed for electronic commerce, outline shopping mall, and electronic marketplaces. While these systems provide interesting shopping experiences, they fall short in fully exploiting the capabilities, such as the service integration and automatic execution required by internet market places. In this respect, we propose a workflow-based service broker system. Dependent services in our approach are modeled as workflow processes, which are automatical1y processed by a workflow engine. In the proposed system all data exchanges are realized through XML providing platform independent, extensible, open. and interoperable architecture.

3D Avatar Motion Control Using the Script in the Mobile Environment (모바일 환경에서 스크립트를 이용한 3차원 아바타 동작 제어)

  • Choi Seunghyuk;Kim Jaekyung;Lim Soon-Bum;Choy Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07b
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    • pp.574-576
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    • 2005
  • 최근 주요 이동통신 사업자, 단말기/칩 제조업체, 콘텐츠 제공업자들 사이에는 모바일 3D 분야가 가장 큰 이슈로 떠오르고 있다. 이러한 환경을 기반으로 모바일 장치에서 3차원 아바타 애니메이션 연구가 진행되고 있다. 이는 아바타의 자연스러운 동작은 사용자에게 아바타가 살아있는 듯한 느낌(Life-likeness)과 사실감(Believability)을 심어주어 보다 친숙한 인터페이스로 활용될 수 있고 이에 따라 채팅이나 온라인 게임 외에도 교육, 쇼핑몰, 비즈니스 등 다양한 분야로 확대되고 있기 때문이다. 하지만 지금까지의 연구는 자연스러운 모션 생성에 집중되어 있을 뿐, 어떻게 쉽게 아바타는 제어할 것 인가에 대한 연구가 적었다. 특히 모바일 환경에서 효율적인 아바타 동작 제어를 위한 연구는 부족하다 할 수 있다. 본 논문에서는 모바일 환경에서 효율적인 아바타 동작을 제어를 위해 스크립트(Script) 기반의 아바타 동작 제어 기법을 제안한다. 모션 생성을 위해 아바타 동작 스크립트(Avatar Motion Script)를 정의하여 아바타 애니메이션의 기록, 재생이 가능하다. 둘째 계층적 스크립트(Multi-Level Script) 기법을 이용하여 적은 양의 데이터만으로도 아바타 동작 제어가 가능하다. 셋째 어느 환경에서도 Motion이 생성, 재생이 가능하한 플랫폼 독립적 구조이다. 넷째, 키 프레임(Key Frame) 기반의 모션을 이용하여 아바타의 상황 상황에 모션이 변하는 동적 동작 생성이 가능하다.

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Bottlenecks in Building an Online Customer Base: A Experimental Field Study on Viral Marketing (온라인 고객 기반 확보의 장애 요인: 바이럴 마케팅의 현장 실험 연구)

  • Park, Sunju;Chung, Seungwha;Pyo, Na Sung;Hwang, Soonki
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.682-695
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    • 2019
  • In recent years, using a connected platform, companies have built and implemented a mobile viral marketing strategy to attract new customers and to have long-term relationships with existing customers. The emergence of interactive Web 2.0 has led to an explosive increase in customer engagement, and practitioners have become interested in connected platform to build close relationships with their customers. However, the study on the effectiveness of various customer influx methods using the connected platform that companies utilize for an increase of customer participation is insufficient. Based on the theoretical study of Sashi (2012), this study analyzes the actual mobile viral promotion of company A's open market shopping mall for the purpose of bringing new customers and having a long-term relationship with the new customers[1]. By analyzing the customer engagement type, the implications for the effectiveness of mobile viral promotion are suggested. First, as a result of the immediate effect of online viral promotion, promotions are partially effective in attracting new customers. Second, as a result of examining the change of customer engagement type in order to find out the long - term effect of online viral promotion, it was found that in most cases, new customers were not become satisfied customers and, Laggard Effect, which takes time to become a satisfied customer, has been confirmed.

Suggestion of Customized Professional Guide Services through Domestic and Foreign Travel Platforms (국내외 여행 플랫폼을 통한 맞춤형 전문 가이드 서비스 제안)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.421-428
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    • 2019
  • This study includes services that require six professional guides - health care, exhibition performance, restaurant, shopping, business and daily life - as well as a trip-based tour, along with solving existing problems that may occur on domestic and overseas trips, and proposes services that connect users with proven professional guides. As a result of previous research, the most needed services among overseas travel were air tickets, accommodation, transportation, and guides, but as Korea enters an aging society, professional guide services are expected to increase daily demand. Based on this, the service technology, user scenarios and brand development were presented. This Service Proposal provides users with a personalized guide to knowledge or experience that they have not previously known, providing them with a wealth of experience. In addition, guides can help develop new fields of expertise and help improve professional guides' capabilities. Finally, the platform service is meaningful in that it enables the creation of jobs by enabling everyone to engage in economic activities, as it allows users to provide services through their own capabilities while at the same time being convenient for them.

A study on the Revitalization of Traditional Market with Smart Platform (스마트 플랫폼을 이용한 전통시장 활성화 방안 연구)

  • Park, Jung Ho;Choi, EunYoung
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.127-143
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    • 2023
  • Currently, the domestic traditional market has not escaped the swamp of stagnation that began in the early 2000s despite various projects promoted by many related players such as the central government and local governments. In order to overcome the crisis faced by the traditional market, various R&Ds have recently been conducted on how to build a smart traditional market that combines information and communication technologies such as big data analysis, artificial intelligence, and the Internet of Things. This study analyzes various previous studies, users of traditional markets, and application cases of ICT technology in foreign traditional markets since 2012 and proposes a model to build a smart traditional market using ICT technology based on the analysis. The model proposed in this study includes building a traditional market metaverse that can interact with visitors, certifying visits to traditional markets through digital signage with NFC technology, improving accuracy of fire detection functions using IoT and AI technology, developing smartphone apps for market launch information and event notification, and an e-commerce system. If a smart traditional market platform is implemented and operated based on the smart traditional market platform model presented in this study, it will not only draw interest in the traditional market to MZ generation and foreigners, but also contribute to revitalizing the traditional market in the future.

The Effect of the Characteristics of Agri-Food Open Market on the Repurchase Intention: Focusing on the Moderating Effect of Innovation (농식품 오픈 마켓 특성이 재구매 의도에 미치는 영향: 혁신성의 조절효과를 중심으로)

  • Kim, Sangmi;Ha, Gyusu
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.4
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    • pp.153-165
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    • 2021
  • With the disappearance of boundaries between online and offline, the O2O(online to offline) platform service is rapidly growing. Unlike general products, freshness is an important decision-making factor for agri-food, and there are many limiting factors for growth as an open market among O2O platforms due to the characteristics of difficult refunds and exchanges compared to other items and new transaction methods. In order to overcome these obstacles, consumer innovation must be considered. The purpose of this study was to investigate the influence of O2O(online to offline) platform characteristics perception on agri-food repurchase intentions. And an empirical survey of the hypothesis is made that innovation will show a moderating effect between agri-food O2O platform characteristics and repurchase intention. And an empirical survey of the hypothesis is made that innovation will show a moderating effect between agri-food O2O platform characteristics and repurchase intention. For this purpose, Using a convenience sampling technique, an online survey was conducted through Google survey from April 1 to April 15, 2021. A total of final analysis data were collected from a total of 270 purchase experienced of agri-food O2O(online to offline) platform. The SPSS program was used for analysis, and multiple regression analysis was used for hypothesis verification. The results showed that Economic, Interaction, and Playfulness had a significant positive effect on agri-food repurchase intend. Also, Interactivity × innovation, playfulness × innovation were found to have a significant positive (+) effect on repurchase intention. The results of this study show that innovation reduces the burden on consumers for new systems and mobile transactions. The results of this study suggest that convenient interface design is important for activating O2O transactions of agri-food. In addition, education and support are needed to strengthen the IT competency of farmers. The results of this study will be able to contribute to the establishment of infrastructure for agri-food open market shopping malls. In future studies, the influence of the O2O platform type on the purchase intention should be studied continuously.

Formulating Strategies from Consumer Opinion Analysis on AI Kids Phone using Text Mining (AI 키즈폰의 소비자리뷰 분석을 통한 제품개선 전략에 대한 연구)

  • Kim, Dohun;Cha, Kyungjin
    • The Journal of Society for e-Business Studies
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    • v.24 no.2
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    • pp.71-89
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    • 2019
  • In order to come up with satisfying product and improvement, firms use traditional marketing research methods to obtain consumers' opinions and further try to reflect them. Recently, gathering data from consumer communication platforms like internet and SNS has become popular methods. Meanwhile, with the development of information technology, mobile companies are launching new digital products for children to protect them from harmful content and provide them with necessary functions and information. Among these digital products, Kids Phone, which is a wearable device with safe functions that enable parents to learn childern's location. Kids phone is relatively cheaper and simpler than smartphone but it is noted that there are several problems such as some useless functions and frequent breakdowns. This study analyzes the reviews of Kids phones from domestic mobile companies, identifies the characteristics, strengths and weaknesses of the products, proposes improvement methods strategies for devices and services through SNS consumer analysis. In order to do that customer review data from online shopping malls was gathered and was further analyzed through text mining methods such as TF/IDF, Sentiment Analysis, and network analysis. Customer review data was gathered through crawling Online shopping Mall and Naver Blog/$Caf\acute{e}$. Data analysis and visualization was done using 'R', 'Textom', and 'Python'. Such analysis allowed us to figure out main issues and recent trends regarding kids phones and to suggest possible service improvement strategies based on sentiment analysis.

The Effects of Live Commerce and Show Host Features on Consumers' Likelihood of Impulse Buying: A Scenario-Based Experiment (라이브 커머스 및 쇼호스트 특성이 소비자의 충동구매가능성에 미치는 영향: 시나리오 기반 실험연구)

  • Nakyeong Kim;Sung-Byung Yang;Sang-Hyeak Yoon
    • Information Systems Review
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    • v.24 no.4
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    • pp.77-96
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    • 2022
  • Live commerce has recently received substantial attention due to the spread of the non-face-to-face consumption culture driven by the COVID-19 pandemic. Live commerce has a higher purchase conversion rate than other forms of commerce. Accordingly, the likelihood of impulse buying in a live commerce environment is expected to be high. However, there is a shortage of research on consumer impulse buying in the live commerce environment. This study designs a scenario-based experiment using the integrated model of consumption impulse formation and enactment. Through this method, this study validates the influence of the characteristics of live commerce (i.e., vicarious experience and real-time interaction) on consumers' likelihood of impulse buying and further examines the moderating role of a live commerce host feature (i.e., professionalism) in these relationships. The results of this study confirm that both vicarious experience and real-time interaction have a positive effect on consumers' likelihood of impulse buying and that professionalism strengthens the impact of vicarious experience on the likelihood of impulse buying. This study's scenario-based experimental design is meaningful because it analyzes the likelihood of impulse buying in the context of live commerce shopping. Additionally, it provides live commerce service and platform providers with practical insights into how to maximize profits and operate services more efficiently.