Journal of the Korea Society of Computer and Information
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v.28
no.5
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pp.49-56
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2023
Currently, e-commerce is changing from a digital twin to a metaverse world. The metaverse world is an intermediate form between virtual and real worlds and is operated as a coin-based meta-commerce. In this meta-commerce world, blockchain-based NFT coins are used when trading items (contents). In this study, we studied how to issue a large number of NFT coins (certification) rather than issuing a single type of NFT. The research method was designed to produce content layer-based and automatically create the desired quantity using a mass NFT index and automatic generation method. In this study, a layer overlap method (background, body, etc.) was used with a Phyton-based program for mass minting. As a result, it can be used as a blockchain-based certificate that can prove a group of many people. In addition, the content created with the NFT index was registered on the NFT sales site to confirm its utilization and value.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2022.05a
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pp.627-628
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2022
There is no internationally accepted codified definition of digital trade because of the wide variety and scope of related industries and transactions(product + service + data) in general. Recently, innovative changes are taking place in digital trade due to the development of technologies such as IT due to the 4th industrial revolution, and advanced countries such as the US, EU, and Japan are including digital trade issues such as data movement liberalization in the negotiation agenda of the digital trade agreement. The issue with the liberalization of cross-border data movement is that freedom of data movement is necessary to vitalize digital trade, but it also increases the risk of information security and privacy violations. Looking at the directions of advanced countries, the US favors minimization of regulations, Europe favors regional single marketization, but passively opens up to the outside world, and China promotes independent markets through regulations. Therefore, measures to strengthen restrictions on cross-border data movement are an issue that has recently been implemented by each country or an international aggrement is scheduled to be reached soon, and Korea also needs a close response.
Massive Multiplayer Online Role Playing Games(MMORPGs) headed by some Korean game companies such as NC Soft, NHN, and Nexon have exploded in recent years. However, it becomes one of the major challenges for the MMORPG developers to design their games to appeal to gamers since only a few MMORPGs succeed whereas they require a huge amount of initial investment. Under this background, our study derives the major elements for designing MMORPG from the literature, and identifies the ones critical to the users' satisfaction and their willingness to pay among the derived elements. Though most previous studies on the design elements of MMORPG have used analytic hierarchy process(AHP), our study adopts artificial neural network(ANN) as the tool for identifying key success factors in designing MMORPG. The results of our study show that the elements of the game contents quality have a bigger effect on the user's satisfaction, whereas the ones of the value-added systems have a bigger effect on the user's willingness to pay. They also show that user interface affects both the user's satisfaction and willingness to pay most. These results imply that the strategies for the development of MMORPG should be aligned with its goal and market penetration strategy. They also imply that the satisfaction and revenue generation from MMORPG cannot be achieved without convenient and easy control environment. It is expected that the new findings of our study would be useful forthe developers or publishers of MMORPGs to build their own business strategies.
People could possess different self-identity under virtual world from physical world because of anonymity of the virtual world and this difference could influence their behavior in the virtual world. Based on self-discrepancy theory, this research proposes that continuous use model in self-expression goal. We defined the difference bet ween actual self~identity and ideal self~identity in the virtual world as "self-discrepancy in virtual world", and the difference between actual self-identity in the physical world and actual self-identity in the virtual world as "cross-world self-discrepancy". Before testing hypothesis, we compare the actual self-identity in the online community with the actual self-identity in the physical world, and with ideal self-identity in the virtual world. We derived an index for two different types of self-identity in terms of Personal Self-identity and Social Self-identity through factor analysis. Our results show that online community members have a higher level of ideal self-identity than actual self-identity in online community, and they have better personal self-identity in online community than physical world while a lower level of social self-identity in online community than physical world. The results of the hypothesis testing analysis based on 300 respondents showed that "self-discrepancy in virtual world" negatively influenced perceived usefulness for self-expression while "cross-world self-discrepancy" positively influenced perceived usefulness for self-expression. The perceived usefulness for self-expression and ease of use positively influence both continuous use and knowledge contribution. Specially, the effect of perceived usefulness for self-expression on knowledge contribution is much bigger than the effect of ease of use. This study extends self-discrepancy theory to virtual worlds by suggesting various types of self-discrepancy and by applying the effect of self-discrepancies in online community. Also, this study extends technology acceptance model in the personal goal in terms of self-expression. This study hopes to offer practical insights by suggesting positive effect of self-discrepancy on behavior in the online community.
Various influence-related relationships in Social Network Services (SNS) among users, posts, and user-and-post, can be expressed using links. The current research evaluates the influence of specific users or posts by analyzing the link structure of relevant social network graphs to identify influential users. We applied the concept of mutual interactions proposed for ranking semantic web resources, rather than the voting notion of Page Rank or HITS, to blogosphere, one of the early SNS. Through many experiments with network models, where the performance and validity of each alternative approach can be analyzed, we showed the applicability and strengths of our approach. The weight tuning processes for the links of these network models enabled us to control the experiment errors form the link weight differences and compare the implementation easiness of alternatives. An additional example of how to enter the content scores of commercial or spam posts into the graph-based method is suggested on a small network model as well. This research, as a starting point of the study on identifying influential users in SNS, is distinctive from the previous researches in the following points. First, various influence-related properties that are deemed important but are disregarded, such as scraping, commenting, subscribing to RSS feeds, and trusting friends, can be considered simultaneously. Second, the framework reflects the general phenomenon where objects interacting with more influential objects increase their influence. Third, regarding the extent to which a bloggers causes other bloggers to act after him or her as the most important factor of influence, we treated sequential referencing relationships with a viewpoint from that of PageRank or HITS (Hypertext Induced Topic Selection).
This study is to investigate the factors affecting the usage intentions of 5G service between 5G service subscribers and non-subscribers based on the Integratively Extended Technology Acceptance Model in the initial B2C 5G service market. We designed the integratively extended technology acceptance model to find the more specific factors to affect the usage intentions by integrating the exogenous factors including the technical factors, the social factors, and the personal factors with the ETAM(Extended Technology Acceptance Model). Referring to the previous studies, we constructed the hypotheses of structural influence relationship from the exogenous factors to the dependent usage intentions factors through the mediating belief factors. We designed the 5G service usage intentions model based on these hypotheses and operational definitions of the factors. Using the analysis of SEM(Structural Equation Model), the proposed model and the hypotheses were empirically tested by the data collected from 245 subscribed respondents and 245 non-subscribed respondents. As a result, the perceived ease of use has an effect on the perceived usefulness and enjoyment, and the perceived usefulness/enjoyment and the personal innovativeness have positive effects on the usage intentions of both groups.
This study starts with the idea that the process of creating a Gantt Chart for schedule planning is similar to Tetris game with only a straight line. In Tetris games, the X axis is M machines and the Y axis is time. It is assumed that all types of orders can be worked without separation in all machines, but if the types of orders are different, setup cost will be incurred without delay. In this study, the game described above was named Gantris and the game environment was implemented. The AI-scheduling table through in-depth reinforcement learning compares the real-time scheduling table with the human-made game schedule. In the comparative study, the learning environment was studied in single order list learning environment and random order list learning environment. The two systems to be compared in this study are four machines (Machine)-two types of system (4M2T) and ten machines-six types of system (10M6T). As a performance indicator of the generated schedule, a weighted sum of setup cost, makespan and idle time in processing 100 orders were scheduled. As a result of the comparative study, in 4M2T system, regardless of the learning environment, the learned system generated schedule plan with better performance index than the experimenter. In the case of 10M6T system, the AI system generated a schedule of better performance indicators than the experimenter in a single learning environment, but showed a bad performance index than the experimenter in random learning environment. However, in comparing the number of job changes, the learning system showed better results than those of the 4M2T and 10M6T, showing excellent scheduling performance.
Informatization is a process that corporation's external environmental factors and internal environmental factors influence as complex. is a phenomenon that appears via this process. To evaluate that informatization was propeled well or informatization level is high can be dangerous work extremely by only once-over-lightly some factors, organization information ability is superior or infrastructure is constructed well. Therefore, an evaluation for industrial information systems that consider corporation's external environment and internal environment configurationally and objective estimation through this is required in national dimension. This research sorted types of business using types of business classification of 2001 EIII(Evaluation Indices of Industrial Informatization) laying stress on corporation's product and product production process for reflecting various industrial classification. And we are dividing whole our country corporations by manufacture industry, the construction industry, distribution industry, service industry, banking industry 5 types of business. To see such classed types industry classification from consistent viewpoint, we saw them within new framework, purchase, operation, physical distribution, marketing and sale. service etc. laying stress on primary businesses except support businesses of planning, financial management etc. To draw special quality of business center from primary business of each types of business, we draw industry classification Key Capability that centers when plans corporation's corporate strategy and information strategy. And we deducted industrial classification key production business connected with industry classification Key Capability. After drawing an evaluation items for industrial information systems in informatization analysis viewpoint laying stress on drawn businesses. Finally we did Case Study by making out an evaluation for industrial information systems questionnaire that considers special quality of manufacturing industry. Through EIII that consider the industrial classification, we could know that it explains the corporation's purchase, production, distribution in general and detail.
To improve competitiveness & performance for salesmen of small & medium IT company, this study aims not only to inspect how value orientation, leadership & justice make effects for Organizational Citizenship Behavior & Business Corporate Performance & but also to explore the role of adaptive selling practices as parameter. To support the study, the data collected from 314 employees in sales roles at more than 200 IT companies was processed via. regression analysis method. The research model of study lies at identification of 'the Effects of Value Orientation, Leadership, & Justice of/Posed by the Salesmen of a IT Company on Organizational Citizenship Behavior & Corporate Performance' based on the phenomena of unfair sales strategies rampantly being taken for short-term profits & survivals despite of the value of upholding business ethics to realize long-term, sustainable growth of a business of company. The hypotheses of this study are formulated as follows. First, value orientation, leadership, & justice shall have effects on organizational citizenship behavior & Corporate performance. Second, adaptive selling practices shall function as the parameters between the independent & dependent variables. The analysis results on the research, undertaken with verification of parametric effects, confirm the following: 1. Value orientation imposes positive (+) effects on adaptive selling practices which impose positive (+) impacts on organizational citizenship behavior & Corporate performance. 2. Adaptive selling practices function as a full parameter between value orientation & organizational citizenship behavior whilst functioning as a partial parameter between value orientation & Corporate performance. 3. Leadership imposes positive (+) effects on adaptive selling practices which impose positive (+) effects on organizational citizenship behavior & Corporate performance. 4. Adaptive selling practices function as a partial parameter between leadership & organizational citizenship behavior whilst functioning as a full parameter between leadership & Corporate performance. Therefore, this study is concluded that establishing & executing sales strategies in consideration of value orientation & fairness is of extreme importance for IT companies to realize & maintain their sustainable corporate management, & last but not least, it is necessary for IT companies to proactively introduce & provide educational systems for their salesmen thus to help them to uphold & sustain ethics & values of the business.
Online-to-offline (O2O) commerce is the new trend that merges online commerce with traditional industries in various fields. The primary purpose of this paper is to find out which factors influence customers' intention to switch from call-based driver-for-hire services to O2O app-based services. This study used variables and factors based on Theory of Switching Intention, and Extended Unified Theory of Acceptance and Use of Technology in order to design research questions. We surveyed 500 users of call-based driver-for-hire services. According to the result of this study, dissatisfaction with the current call-based driver-for-hire services is estimated to be a significant factor that strengthens customers' intention to switch from the call-based driver-for-hire services to the app-based services. Loyalty to the previous call-based driver-for-hire services was not seen as a crucial motivator that causes customers to switch to the new O2O driver service. Switching cost also did not play a key role in explaining the relationship between dissatisfaction with the current call-based service and the intention to use the new app-based service. Performance expectancy, easiness in use, the level of user's knowledge or available assistance in relation to the use of app-based services, and expectancy for reasonable price was found to have meaningful impacts on customers' intention to switch from the call-based driver-for-hire services to the app-based services. Age, gender and user experience on the new service were found incapable of moderating the relationship between aforementioned factors which influence customers' choice of the app-based driver-for-hire service, and customers' intent to switch to the app-based service.
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