• Title/Summary/Keyword: 온라인 행동 정보

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The Effect of eCRM Features on Website Visit and Purchase (eCRM 기능이 고객의 웹사이트 방문과 구매에 미치는 영향)

  • Min, Dai-Hwan;Park, Jae-Hong;Park, Cheol
    • Information Systems Review
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    • v.4 no.2
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    • pp.155-168
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    • 2002
  • This paper examines whether the functions of eCRM solutions affect the site visit and purchase by customers. The functions of eCRM solutions are extracted and classified into three categories of c-marketing, e-sales, and e-service. E-marketing includes campaign/event marketing, e-mail marketing, and questionnaire marketing; e-sales consists of recommendation system and incentive/discount promotion.; e-service is composed of e-mail call center and web call center. From the online survey, 146 responses are collected and analyzed. The analysis shows that the level of experience in campaign/event marketing, e-mail marketing, e-mail call center, and web call center significantly affect the website visit by customers and that the level of experience in all eCRM functions except e-mail marketing significantly affect the purchase by customers. The effects of those functions in eCRM on the website visit are moderate, while the effects of the functions on the purchase are low. The results from this study imply that eCRM needs to strengthen the effect on the purchase with more thorough analysis of the customer profile.

Types of Media Combination and Strategy of Interactivity in Digital Signage: A Case Study in view of Media Creative (디지털 사이니지의 매체결합 유형과 상호작용 전략 -유형별 미디어 크리에이티브 사례분석을 중심으로)

  • Lee, Hyun-Woo;Kim, Woon-Han
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.33-41
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    • 2016
  • This study aims to suggest practical ways to interact effectively with consumers based on current situation of 'media creative' and media use patterns. Cases of digital signage are reviewed in the perspective of cross media, and the strategic meanings of cross media are explored according to interactivity. Results are collected through 'Naver' search engine service, and can be possibly assorted into five media combined types: SNS-combined, QR codes or Augmented Reality(AR)-combined, Brand App(application)-combined, Online to Offline-combined, and Behavioral factors-combined ones. Some strategic suggestions on media creative are given for effective interaction with consumers.

Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

Development of Dynamic Interface for Improvement of Diagnostic Algorithms in "G15 Condition Monitoring and Diagnosis System" (GIS 예방진단시스템의 진단알고리즘 향상을 위한 다이나믹 인터페이스 개발)

  • Min, Byoung-Woon;Lee, Byoung-Ho;Choi, Hang-Sub;Cho, Chul-Hee;Cho, Pil-Sung;Lee, Dong-Chul
    • Proceedings of the KIEE Conference
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    • 2006.07e
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    • pp.57-58
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    • 2006
  • 과거 2003년 북미 대 정전 이후 전력기기의 사고 발생 후 얼마나 빨리 사고를 제거하고 피해가 적도록 신속하게 복구하는 개념에서 사고이전에 사고를 미연에 방지하는 예방개념으로 관심이 높아지고 있다. 전력기기를 사고로부터 보호하는 보호기기도 중요하지만 사고이전의 상태를 감시하여 미연에 사고를 방지할 수 있도록 하는 예방진단시스템의 중요성도 높아지고 있다. 이렇듯 관심이 높아짐에 따라 각종 진단알고리즘의 개발이 신속히 이루어지고 있다. 보호기기처럼 어떤 설정된 정정 값 이상의 값이 입력되면 보호동작을 수행하는 단순 동작과는 달리 예방진단 시스템은 입력되는 신호의 패턴을 인식하여 열화/노화 등의 진행상황 및 정비조치에 대한 정보를 만들므로 인공지능적인 요소가 많이 적용되고 있다. 따라서 각종 Fuzzy, Neural Network, Expert 등 각종 판단 알고리즘과 패턴을 인식하는 확률통계, 프랙탈 기하학 등이 적용되고 있다. 모두가 틀리다는 것은 아니지만 보다 정확한 예방진단을 위해 각종 알고리즘이 추가 및 수정이 자주이루어지고 있는 실정이다. 그러나 새로운 알고리즘을 적용하기 위해서 기 개발되어 운영 중이거나 설치된 예방진단시스템을 멈추고 전반적으로 수정을 수행하는 것은 감시진단시스템의 본래 모습을 무시하는 행동이라고 할 수 있다. 본 연구에서는 이런 문제를 해결하기 위하여 온라인 상태에서 장비를 감시하는 예방진단 시스템의 알고리즘 변형 시 시스템의 운영이 문제되지 않도록하는 다이나믹 인터페이스를 개발하였다.

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The Effect of Metaverse Presence on Intention to Share Knowledge Through Intrinsic Motivation of Employees: Moderating Effect of Digital Technological Competence (메타버스 실재감이 조직원의 내적 동기를 통해 지식공유 의도에 미치는 영향: 디지털 기술 역량의 조절 효과)

  • Hwang, Inho
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.81-96
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    • 2022
  • Covid-19 calls for minimizing gatherings of people in spaces such as offices. Organizations are encouraging information-sharing activities among employees by using online platform technology. Recently, Organizations are supporting their work using the metaverse. This study confirms the effect of metaverse presence on the intention to share knowledge by forming the intrinsic motivation of the employees and the moderating effect of the individual's digital technological competence. We presented research hypotheses through previous studies such as virtual reality and tested the hypotheses using 309 samples obtained through surveys. As a result, the social, tele, and self presence of the metaverse increased organizational-related intrinsic motivation(organizational identification, value congruence) and had a positive effect on the intention to share knowledge. In addition, digital technological competence moderated the relationship between value congruence and intention to share knowledge. This study suggests the importance of strategies to enhance the presence of metaverse for organizations to increase work productivity by using metaverse and the need to support individual digital competence reinforcement.

Weblog Analysis of University Admissions Website using Google Analytics (구글 애널리틱스를 활용한 대학 입시 홈페이지 웹로그 분석)

  • Su-Hyun Ahn;Sang-Jun Lee
    • Journal of Practical Engineering Education
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    • v.16 no.1_spc
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    • pp.95-103
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    • 2024
  • With the rapid decline of the school-age population, the competition for admissions has increased and marketing through digital channels has become more important, so universities are investing more resources in online promotion and communication to recruit new students. This study uses Google Analytics, a web log analysis tool, to track the visitor behavior of a university admissions website and establish a digital marketing strategy based on it. The analysis period was set from July 1, 2023, when Google Analytics 4(GA4) was integrated, to January 10, 2024, when the college admissions process was completed. The analysis revealed interesting patterns such as geographical information based on visitors' access location, devices(operating systems) and browsers used by visitors, acquisition channels through visitors traffic, conversions on pages and screens that visitors engaged with and visitor flow. Based on this study, we expect universities to find ways to strengthen their admission promotion through digital marketing and effectively communicate with applicants to gain a competitive edge.

Persuasion Tactics of Salesmen : Moderating Effect in Regards to the Purchasing Patterns and Gender of College Students (판매원의 설득전술 : 대학생의 구매형태 및 성별의 조절효과)

  • Yoon, Sung-Wook;Kang, Jiho;Jeong, Weon-Deog
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.7494-7500
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    • 2015
  • The purpose of this study is to investigate how the customer's attitudes and behavioral responses, depending on the persuasion tactics of salespeople in customer service and meeting point. The tactics of persuasion of customer acceptance and purchase depending on the type of salesperson with proven effectiveness of even comes out to investigate what results according to the purchase form and the customer that the customer consumes gender. Results First, the tactics of persuasion tactics of coercive tactics to mention the loss of a salesman showed that increasing the degree of acceptance than non-coercive tactics to help consumers buy the information provided above. Second, coercive tactics to adjust the effect with respect to the degree of acceptance of the purchase of helping consumers to purchase in the online form has been proven to be more effective than non-coercive tactics case. Third, adjusted for gender effects were proven to help women with respect to the degree of acceptance of a consumer purchases more effective than men. That is, in consumer contacts, the persuasion tactics of salespeople depending on the customer's acceptance and purchasing intention showed that coercive tactics has the more positive impact on online forms and women.

How Does SNS Change Politics?: Focusing on Reliability of Political Information, Switching of Political Support, and Political Efficacy (SNS는 정치를 어떻게 변화시키는가?: 정치정보 신뢰, 지지의 전환 및 참여 효능감을 중심으로)

  • Song, Kyong-Jae;Yim, Jeong-Bin;Chang, Woo-Young
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.154-167
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    • 2016
  • This study is to analyze whether the use of SNS in politics has any political effects. Most previous studies on political participation by SNS tended to just focus on the participation difference between SNS users and non-users. The test results first show that the development of ICT increases citizens' interest in political information and differentiate the methods of their political participation. Second, we identified SNS users tend to have higher reliability in political information and greater transversion effects by the use of media. Finally, the study verifies SNS is a more effective tool in collective actions such as non-customary rallies and demonstration rather than in customary political participation.

What It Means to Be Performing Arts Audiences: Exploring Communicative Experiences (커뮤니케이션 과정으로서의 공연 관람 경험의 탐색 - 예매부터 경험의 공유까지 -)

  • Yang, Soeun;Ko, Yena;Lee, Joongseek;Kim, Eun-mee
    • Korean Association of Arts Management
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    • no.56
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    • pp.145-188
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    • 2020
  • This study starts from an experience-oriented perspective that raises the need to examine the individual's cultural consumption experience with qualitative approach. In particular, this study aims to analyze in-depth the journey of the performance experience by connecting with offline-based social relationships as well as online-based informative and communicative behaviors. For this, in-depth interviews were conducted with 15 teams (30 people) by setting up two people as research units, and self-recorded data using the mobile application were collected. Results showed that social media and online communication play an important role before and after the performance in amplifying the performance experience and the consumer's taste developments. This study also found that relational aspects of the performance experience by identifying the significance of the partners and the existence of the cultural taste leader. For each result, there was a difference among audience proficiency: enthusiastic, interested, and indifferent audiences. Based on these results, we suggest that the performance experience should not be limited to the performance itself, but should be understood in a comprehensive manner before and after the performance, and that the consumption of the performance takes place in a social relationship, not in an individual's own experience only.

A Study on Antecedents of Game User Participation Intention in User Community in an Era of Convergence (융복합 시대 게임 사용자들의 유저 커뮤니티 참여 의도에 영향을 미치는 선행 요인에 관한 연구)

  • Hong, Seil;Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.185-194
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    • 2016
  • Several game developers or publishers adopt open innovation strategies to reduce R&D costs and increase user loyalty about their games. User communities play an important role in increasing users' interests in the game because they can share game information and skills in user communities. In this regard, this study explored key antecedents of game user participation intention in user community. We developed a research model by integrating perceived risk into theory of planned action. The theoretical model was tested by using survey data collected from 110 "Suddenattack" game users. Partial least squares (PLS) was utilized to analysis the research model. The findings of this study indicate that both perceived usefulness and perceived enjoyment play an important role in forming attitude toward community. However, contrast to our expectations, perceived risk has no signifiant effect on perceived usefulness, perceived enjoyment, attitude toward community and participation intention. While attention toward community significantly influences community participation intention, social norms are not significantly related to it. The analysis results help game developers or publishers establish effective strategies and policies to increase user participation intention in user community.