• Title/Summary/Keyword: 온라인 비즈니스

Search Result 337, Processing Time 0.026 seconds

The Effect of the Innovation Capability and the Absorptive Capacity on Market Orientation, Technology Orientation, and Business Performance of IT-BPO Firms (IT-BPO 기업의 혁신역량과 흡수역량 요인이 시장지향성, 기술지향성 및 경영성과에 미치는 영향)

  • Kim, Wan-kang;Lee, So-young
    • Journal of Venture Innovation
    • /
    • v.6 no.1
    • /
    • pp.115-137
    • /
    • 2023
  • This study analyzed the relationship between organizational innovative capability and absorptive capacity, market and technology orientations, and their impact on business performance for IT-BPO companies that are required to absorb new technologies from a leading perspective in the digital transformation era. To achieve this, an online specialized research company and offline surveys were conducted on 291 domestic IT-BPO companies, and SPSS 23 was used for descriptive statistics and reliability analysis while AMOS 23 was used for hypothesis testing including validity and mediating effects. The main findings were as follows: First, in the relationship between innovation and absorptive capabilities and Market Orientation Strategic(MOS), learning capability and knowledge network capability were found to have a statistically significant positive (+) effect on MOS. In the relationship between innovation and absorptive capabilities and Technology Orientation Strategic(TOS), R&D capability, potential absorptive capacity, and realized absorptive capacity had a statistically significant positive (+) effect on TOS. Second, in the relationship between innovation and absorptive capabilities and BP, only R&D capability was found to have a significant effect on BP. Third, both market orientation and technology orientation were found to have a significant positive (+) effect on BP. These findings suggest that effective competency factors can be identified according to the market and technology orientations pursued by IT-BPO companies to increase their growth and value creation, and provide implications for developing differentiated competency enhancement strategies based on strategic objectives.

Application of Digital Content Technology for Veterans Diplomacy (디지털 콘텐츠 기술을 활용한 보훈외교의 발전 방향)

  • So, Byungsoo;Park, Hyungi
    • Journal of Public Diplomacy
    • /
    • v.3 no.2
    • /
    • pp.35-52
    • /
    • 2023
  • Korea has developed as an influential country over Asia and all over the world based on remarkable economic development. And the background of this development was possible due to the existence of those who sacrificed precious lives and contributed to the nation's existence in the past crisis. Every year, Korea holds an annual commemorative event with people of national merit, Korean War veterans, and their families, expressing gratitude for sacrifices and contributions at home and abroad, and providing economic support. The tragedy of the Korean War and the pro-democracy movement in Korea over the past half century will one day become a history of the distant past over time. As generations change and the purpose and method of exchange by region change, the tragic situation that occurred earlier and the way people sacrificed for the country are expected to be different from before. In particular, it is true that the number of Korean War veterans and their families is gradually decreasing as they are now old. In addition, due to the outbreak of global infectious diseases such as COVID-19, it is difficult to plan and conduct face to face events as well as before. Currently, Korea's digital technology is introducing various methods. 5G communication networks, smart-phones, tablet PCs, and smart devices that can experience virtual reality are already used in our real lives. Business meetings are held in a metaverse environment, and concerts by famous singers are held in an online environment. Artificial intelligence technology has also been introduced in the field of human resource recruitment and customer response services, improving the work efficiency of companies. And it seems that this technology can be used in the field of veterans. In particular, there is a metaverse technology that can vividly show the situation during the Korean War, and a way to digitalize the voices and facial expressions of currently surviving veterans to convey their memories and lessons to future generations in the long run. If this digital technology method is realized on an online platform to hold a veterans' celebration event, veterans and their families on the other side of the world will be able to participate in the event more conveniently.

A Service Scenario Development for Digital Comics Content using DRM Technology (DRM 기술을 활용한 디지털 만화 콘텐츠 서비스 시나리오 개발)

  • Oh, Sang-Hoon;Cho, Hyun-Joo;Kang, Ji-Hoon
    • The KIPS Transactions:PartD
    • /
    • v.10D no.7
    • /
    • pp.1213-1224
    • /
    • 2003
  • In recently, digital comic content distribution was not stable for illegal distribution and the weak of intellectual property right in the internet. The research activities of suggest the distribution model and secure intellectual property right are going in international standard communities, not yet in Korea. As the basis of the research, the general framework of international projects and standards such as MPEG-21, IMPREMATUR, FILIGRANE was analysed. Targeting on the domain of digital comics industry, the digital comics distribution structure and business flow model are defined adapting secured distribution system, DRM. The detail content of this research consist of three themes. The first, survey and analysis of the international standard & leading DRM project's models. The second, suggestion of the service scenario on the digital comic content distribution. The third, suggestion of the model on the secured distribution of digital comics. Through this research targeting at the digital comics business, we found that standards technical items and requirements was well adapted into target domain, and would affect other domain in digital content industry.

Analysis and Design of Smart-phone App. for O2O Restaurant Service (O2O 음식점 서비스 개발을 위한 스마트폰 앱의 분석/설계)

  • Cho, Byung-Ho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.10 no.2
    • /
    • pp.125-132
    • /
    • 2017
  • O2O service contribute to sales increment by marketing of offline store using online. In particular, O2O business allowed various services by smart-phone due to rapid increase of mobile device use and various services depend on customer's location. This O2O service play major roll in real purchase making of offline store. In smart-phone apps. development for O2O service, recent an Object-oriented Analysis and Design Method, that is, UML is more useful method than Structured Analysis and Design Method. Therefore in this paper, Software analysis and design method which is smart-pone app. for O2O restaurant service is presented. Also it shows that this analysis/design method is very useful for the Restaurant O2O Commercial System production.

A mechanism for Converting BPMN model into Feature model based on syntax (구조 기반 BPMN 모델의 Feature 모델로 변환 기법)

  • Song, Chee-Yang;Kim, Chul-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.1
    • /
    • pp.733-744
    • /
    • 2016
  • The legacy methods for converting a business model to a feature model make it difficult to support an automatic transformation due to a dependence on a domain analyzers' intuitions, which hinders the feature oriented development for the integration of feature modeling in business modeling. This paper proposes a method for converting a BPMN business model into a feature model based on syntax. To allow the conversion between the heterogeneous models from BPMN to the FM(Feature Model), it defines the grouping mechanism based activities' syntax, and then makes translation rules and a method based on the element (represent business function) and structure (relationships and process among elements), which are common constructs of their models. This method was applied to an online shopping mall system as a case study. With this mechanism, it will help develop a mechanical or automated structure transformation from the BPMN model to the FM.

Consumer's Behaviors in the Beauty Industry Omnichannel (미용산업의 옴니채널과 소비자행동)

  • Jho, Hae-in
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.10
    • /
    • pp.287-294
    • /
    • 2021
  • This research is a research on the convergence of beauty marketing businesses to find out the impact of omnichannel in the beauty industry on consumer behavior. The target was 299 copies of the self-answer questionnaire for male and female in their 20s-30s living in Seoul, using the SPSS21.0 program to analyze frequency, explore factors, correlation, and multiple regression analysis. According to the study, Omnichannels were related to consumer behavior, and the sub factors of Omni channels could be divided into exposure, benefits, review, reservation, and convenience. All sub-elements of Omni channels, except exposure, have a positive impact on customer satisfaction during consumer behavior, and all sub-elements of Omni channels have a positive impact on reuse intent during consumer behavior. Customer satisfaction has been shown to have a positive impact on reuse intentions. Therefore, it will provide good feedback for revitalizing the beauty industry. Therefore, research on omnichannel marketing strategies and activation of beauty platform are needed.

AI Advisor for Response of Disaster Safety in Risk Society (위험사회 재난 안전 분야 대응을 위한 AI 조력자)

  • Lee, Yong-Hak;Kang, Yunhee;Lee, Min-Ho;Park, Seong-Ho;Kang, Myung-Ju
    • Journal of Platform Technology
    • /
    • v.8 no.3
    • /
    • pp.22-29
    • /
    • 2020
  • The 4th industrial revolution is progressing by country as a mega trend that leads various technological convergence directions in the social and economic fields from the initial simple manufacturing innovation. The epidemic of infectious diseases such as COVID-19 is shifting digital-centered non-face-to-face business from economic operation, and the use of AI and big data technology for personalized services is essential to spread online. In this paper, we analyze cases focusing on the application of artificial intelligence technology, which is a key technology for the effective implementation of the digital new deal promoted by the government, as well as the major technological characteristics of the 4th industrial revolution and describe the use cases in the field of disaster response. As a disaster response use case, AI assistants suggest appropriate countermeasures according to the status of the reporter in an emergency call. To this end, AI assistants provide speech recognition data-based analysis and disaster classification of converted text for adaptive response.

  • PDF

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
    • /
    • s.40
    • /
    • pp.367-395
    • /
    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

Channel Innovation through Online Transaction processing System in Floral Wholesale Distribution: FLOMARKET Case (화훼도매 온라인 거래처리 시스템을 통한 유통경로 개선방안 연구: (주)플로마켓 사례)

  • Lee, Seungchang;Ahn, Sunghyuck
    • Journal of Distribution Science
    • /
    • v.8 no.1
    • /
    • pp.21-33
    • /
    • 2010
  • The ICT(information & communication technology) led to a dramatic change of floral distribution service, a phase of competition between wholesales and retail stores, and distribution channels in floral industry. It was expected that a role of the intermediaries in this industry would have reduced due to the improvement of transaction process by ICT. However, the ICT made to overcome a regional limit of the floral retail distribution service leading to an increase in sales and enlargement of the stores. And even it made possible to bring out another type of intermediaries such as private associations. This case study focuses on what kinds of efforts the floral wholesale distributors have made to enable a distribution process more smoothly between the wholesale distributors and retail stores through the information system, and what the failure factors in adopting the information system have been. This paper is also to examine how the wholesale distributors have changed themselves to gain dominant positions in distribution channels. As a result of the study, it was found that the intermediaries mostly failed in successfully achieving the distribution channel innovation through the information system because of several main reasons. FLOMARKET Inc. tried to innovate a distribution channel to obtain high quality goods through consolidating a wholesale distribution market in that segregated both floral joint market from free markets. after implementing the information system with consideration of the failure factors, FLOMARKET Inc. was able to minimize goods in stock and make a major purchase of various goods. In addition, it made a possible pre-ordering process and an exact calculation of purchasing goods so they could provide their products with market price in real time, which helped for the company to gain credits from their customers. Also, FLOMARKET Inc. established the information system which well suited to its business stage in order to deal with a rapidly changing distribution environment. It's so obvious that the transaction processing system of FLOMARKET Inc. definitely helped to share information among traders more seamlessly and smoothly in realtime, standardize goods, and make a transaction process clearer. Besides, the transaction information helped the wholesale distributors and retail stores to make more strategic decisions in their business because through the system they enabled to gather the marketing intelligence information more easily and convenient. If we understand that the floral distribution market is characterized by the low IT- based industry, it's worth to examine a case study proving that the information system actually increases the productivity of the transaction process in the floral industry.

  • PDF

Different Look, Different Feel: Social Robot Design Evaluation Model Based on ABOT Attributes and Consumer Emotions (각인각색, 각봇각색: ABOT 속성과 소비자 감성 기반 소셜로봇 디자인평가 모형 개발)

  • Ha, Sangjip;Lee, Junsik;Yoo, In-Jin;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
    • /
    • v.27 no.2
    • /
    • pp.55-78
    • /
    • 2021
  • Tosolve complex and diverse social problems and ensure the quality of life of individuals, social robots that can interact with humans are attracting attention. In the past, robots were recognized as beings that provide labor force as they put into industrial sites on behalf of humans. However, the concept of today's robot has been extended to social robots that coexist with humans and enable social interaction with the advent of Smart technology, which is considered an important driver in most industries. Specifically, there are service robots that respond to customers, the robots that have the purpose of edutainment, and the emotionalrobots that can interact with humans intimately. However, popularization of robots is not felt despite the current information environment in the modern ICT service environment and the 4th industrial revolution. Considering social interaction with users which is an important function of social robots, not only the technology of the robots but also other factors should be considered. The design elements of the robot are more important than other factors tomake consumers purchase essentially a social robot. In fact, existing studies on social robots are at the level of proposing "robot development methodology" or testing the effects provided by social robots to users in pieces. On the other hand, consumer emotions felt from the robot's appearance has an important influence in the process of forming user's perception, reasoning, evaluation and expectation. Furthermore, it can affect attitude toward robots and good feeling and performance reasoning, etc. Therefore, this study aims to verify the effect of appearance of social robot and consumer emotions on consumer's attitude toward social robot. At this time, a social robot design evaluation model is constructed by combining heterogeneous data from different sources. Specifically, the three quantitative indicator data for the appearance of social robots from the ABOT Database is included in the model. The consumer emotions of social robot design has been collected through (1) the existing design evaluation literature and (2) online buzzsuch as product reviews and blogs, (3) qualitative interviews for social robot design. Later, we collected the score of consumer emotions and attitudes toward various social robots through a large-scale consumer survey. First, we have derived the six major dimensions of consumer emotions for 23 pieces of detailed emotions through dimension reduction methodology. Then, statistical analysis was performed to verify the effect of derived consumer emotionson attitude toward social robots. Finally, the moderated regression analysis was performed to verify the effect of quantitatively collected indicators of social robot appearance on the relationship between consumer emotions and attitudes toward social robots. Interestingly, several significant moderation effects were identified, these effects are visualized with two-way interaction effect to interpret them from multidisciplinary perspectives. This study has theoretical contributions from the perspective of empirically verifying all stages from technical properties to consumer's emotion and attitudes toward social robots by linking the data from heterogeneous sources. It has practical significance that the result helps to develop the design guidelines based on consumer emotions in the design stage of social robot development.