• Title/Summary/Keyword: Business Talk

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A study on the XMLbase EC framework technology (XML기반 전자상거래 프레임워크 기술)

  • 한홍구;박진석;윤순영;최성
    • Proceedings of the KAIS Fall Conference
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    • 2001.05a
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    • pp.370-373
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    • 2001
  • 전자상거래는 사람들에게 인터넷을 통하여 상품과 서비스를 구매할 수 있게 하였다. 초기의 전자상거래는 일반 소비자를 주요 판매 대상으로 하였다 그러나, 각각의 기업에서 인터넷이 모든 종류의 비즈니스 창구가 될 수 있음 인식하고 관심을 보이기 시작했다. 기업을 대상으로 하는 전자상거래를 B2B(Business to Business)라 한다. 그러나, B2B 분야가 아무리 더 큰 이익을 창출할 수 있다고 해도, 이를 실현하는데는 많은 문제점이 존재하고 있다. 현재 B2B 분야에서는 포괄적이면서도 단일화된 거래환경의 지원이 무엇보다 시급한 문제로 떠오르고 있다. 원활한 B2B 전자상거래 이루어지기 위해서는 세계적으로 인정되는 표준을 바탕으로 완벽한 상호운용성이 보장되며, 기업 내부의 환경에 효과적으로 대응할 수 있는 프레임워크 기술이 절실히 요구된다. 이러한 기업간 전자상거래의 문제를 해결하고자 하는 목적으로 많은 기업과 단체에서는 각자의 표준을 정립하고, 이를 지원하기 위한 프레임워크를 진행하고 있다. 현재까지 발표된 대표적인 프레임워크로는 CommerceNet의 eCo 프레임워크, RosettaNet, Microsoft의 BizTalk 프레임워크, UN/CEFACT와 OASIS의 듀 XML이 있다. 이들 대부분의 프레임워크들은 XML과 인터넷을 기반으로 하는 것이 특징이다. 본 고에서는 기업간 전자상거래에 관심을 가지고 있는 기업들에게 현재의 기술동향과 향후 방향 설정에 있어서 도움이 될 수 있기 위한 목적으로 현재 발표된 XML 기반 전자상거래 프레임 워크 기술과 향후전망에 대하여 기술한다.

The Influence of Bullying on Burnout through Workaholism and Perceived Organizational Support

  • Choi, Youngkeun
    • Asian Journal of Business Environment
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    • v.8 no.3
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    • pp.13-21
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    • 2018
  • Purpose - This study examined workplace bullying as a situational antecedent of workaholism and burnout as a consequence of workaholism and explored the mediating role of workaholism and the moderation effect of perceived organizational support. Research design, data, and methodology - This study collected data from 319 employees in South Korean companies through a survey method. Results - First, job-related bullying promotes a compulsive and excessive drive to work. However, person-related bullying was positively related to the tendency to work excessively hard. Second, only working excessively shows positive relationship with only exhaustion excepting cynicism. Third, although bullied employees may reserve their personal resources through workaholism in short time, it drives them to be workaholic, which leads them exhausted in turn. Finally, perceived organizational support decreases the effect of job-related bulling on both of working compulsively and working excessively. Conclusions - First, this study suggests workplace bullying as a situational antecedent and verify burnout as a consequence of workaholism. Second, it investigate the mediating role of workaholism and the moderation effect of perceived organizational support. Practically, When they find workaholic employees, they should investigate if workplace bullying exists through face-to-face talk. If necessary, they should decide personal transfer to the other department or work team.

A Study on the Effect of Mobile Social Network Game Characteristics in Service Recovery - Focused on Kakaotalk Platform Game (모바일 소셜 네트워크 게임 특성이 서비스 회복에 미치는 영향에 관한 연구 : 카카오톡 플랫폼 기반 게임을 중심으로)

  • Kang, Moon-Young;Chi, Yong-Shou;Han, Kyeong-Seok
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.171-184
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    • 2015
  • Looking at the existing game-related research, innumerable researches such as game acceptance, user satisfaction, continuance intention, wold-of-mouse intention have been carried out. However, there was no cases that applying the concept of service recovery in game researches. The purpose of this study is to evaluate the impact on the characteristic of the mobile social network game that based on domestic mobile social network game platform which focusing on KakaoTalk games on the service recovery. In addition, the study analyzed the characteristic factors of mobile social network game on the basis of Organizational Equity Theory and Innovation Diffusion Theory to identified the causal relationship between those factors and service recovery. As a result, except the independent variable-compatibility, all of the characteristics factors of mobile social network game showed direct or indirect effects on service recovery. The results of this study are expected as a reference for presenting a new business model, reducing risk factors and enriching the related research of the gaming industry.

On the Effect of Perceived Security, Perceived Privacy, Perceived Enjoyment, Perceived Interactivity on Continual Usage Intention through Perceived Usefulness in Mobile Instant Messenger for business (업무용도로 이용되는 모바일 인스턴트 메신저에서 인지된 보안성, 인지된 프라이버시, 인지된 즐거움, 인지된 상호작용성이 지속이용의도에 미치는 영향에 관한 연구)

  • Lee, Jieun;Hwang, Changyu;Kwon, Dosoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.3
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    • pp.159-177
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    • 2015
  • As smart phones become more common nowadays, mobile instant messengers such as kakao talk and line are used as essential communication tools exchanging information between individuals. Also, the mobile instant messengers extend their use to business area beyond communication between individuals. This study is on how factors of mobile instant messenger such as perceived security, perceived privacy, perceived enjoyment and perceived interactivity affect business continual usage intention through perceived usefulness. The proposed model is based on Expectation-Confirmation Theory of Oliver and Technology Acceptance Mode of Bhattacherjee. For an analysis, 159 survey responses were collected from the office workers in Seoul and nearby cities, having experiences of mobile instant messengers. To validate the proposed research model, PLS analysis is performed with the valid 154 questionnaires. The path analysis results are as follows. First, perceived security has a positive effect on expectation-confirmation. Second, perceived enjoyment has a positive effect on perceived usefulness. Third, perceived interactivity has a positive effect on both perceived usefulness and expectation-confirmation. Fourth, perceived usefulness has a positive usefulness on satisfaction and continual usage intention of mobile instant messenger. Last, expectation-confirmation has a positive effect on perceived usefulness, and satisfaction has a positive effect on continual usage intention of mobile instant messenger. Since the mobile instant messenger may bring a pressure of work and a violation of privacy, it is necessary that the company provide a guideline for use of the mobile instant messenger and establish the in-house mobile instant messenger system.

An Empirical Analysis Approach to Modeling an Individual Creativity for the Sake of Enhancing Entrepreneurship (기업가 정신 함양을 위하여 필요한 개인 창의성 모형에 관한 실증연구)

  • Kim, Tae Kyun;Lee, Kun Chang
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.4
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    • pp.13-25
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    • 2015
  • It seems crucial for entrepreneurship researchers to study how individual creativity is influenced by a number of entrepreneurship related traits. This is because individuals aiming to become entrepreneurs by launching their own start-ups need to enhance their creativity level to compete successfully in the target market. In the field of entrepreneurship studies, however, there is no literature about exploring the relationship between individual creativity, and entrepreneurship related constructs such as intrinsic motivation, parasocial interaction, prosocial motivation, and perspective taking. In this sense, our proposed research model focuses on filling the research void like this. To verify the proposed research model. we collected valid data from college students. To add rigor to our study, we allowed participants to view a talk show content where a successful entrepreneur was telling his story. Empirical test results were robust statistically enough to prove the validity of our proposed research model.

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A Study on Comparative Analysis for Competitiveness of Success Factors of the Platform Business (플랫폼비즈니스 성공요소의 경쟁력 비교 분석에 관한 연구)

  • Chang, Chung-Hoon;Lee, Kwang-Hyung;Noh, Kyoo-Sung
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.243-250
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    • 2016
  • The importance of platform businesses in the global market is growing, but in Korea, platform businesses with a global competitive edge are rare. This study compared the competitiveness of the local and international platform businesses by analyzing the six success factors of platform businesses. It surveyed 104 professionals in ICT regarding the competitiveness of SNS services (Kakao Talk, Facebook), mobile payment systems (Samsung Pay, Apply Pay), digital content (Naver, YouTube), online shopping (G Market, Amazon) and education (K-MOOC, MOOC). In sum, the local platform business sector, compared to its U.S. counterpart, is lagging behind in creativity, value creation, cost reduction, networking effects and the ability to build, change and develop new ecosystems.

A Study on the Use of Communication Functions in Mobile Messenger Emoticons - Focus on Line Messenger - (모바일 메신저에서 이모티콘 캐릭터를 통한 플랫폼 비즈니스 확장에 관한 연구 - 카카오 프렌즈와 라인 프렌즈를 중심으로 -)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.151-158
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    • 2020
  • SNS on the mobile platform is an essential element and tool for communication and has become a part of life for many people. Having been accustomed to non-face-to-face communication, people today have chosen to use emoticons instead of text to express their feelings and the use of emoticons is constantly growing. This is because the emoticons in various styles of drawings and movements can evoke emotional and sentimental reactions in users and express their tastes in addition to feelings. The current study was conducted to analyze the use of initial emoticon characters released by two most leading SNS platforms in Korea--Kakao for Kakao Talk and Naver for Line--and their expansion to various platform businesses. Based on the cases of the two companies, it discussed the development and goals of Korea-made emoticons in the future as cultural contents.

The People Navigator : A New Collaboration Chatting Application (The People Navigator: 새로운 협동 Chatting 애플리케이션)

  • 유상진;장영택;윤성로
    • Korean Management Science Review
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    • v.18 no.1
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    • pp.79-88
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    • 2001
  • We often feel the necessity to communicate with members involved in a project to remote discuss business activities, needs for the fast file transfer, and check the existence of members to talk with. There are some commercial applications in these problems. However, in addition to those existing functions, this study focuses especially on adding couple of functions such as automatic responding function, in which a sender of a message automatically knows if a receiver checks the message. Its application is that a project leader sends an important message and later on can check at his desk the fact that who have checked their messages. The prototype application, build in this study, will check the correctness of every sub-function, and then the interface of inter-sub-functions, finally the integrity of the entire system, so that important information will not be lost among members of a project in the real world situation.

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Internet-based Distributed Control Networks. (인터넷을 이용한 분산제어 구현을 위한 네트워킹)

  • 송기원;최기상;최기흥
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2001.04a
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    • pp.582-585
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    • 2001
  • Requirements for device networks differ greatly from those of data(business) networks. Consequently, any control network technology which uses a fieldbus protocol is, in general, different from IP network protocol TCP/IP. One needs to integrate fieldbus protocol and TCP/IP to realize distributed control over IP network or internet. This paper suggests a basic concept that can be applied to distributed control over IP network or internet. Specifically, LonWorks technology that uses LonTalk protocol is reviewed as device network. LonWorks technology provides networked intelligent I/O and controllers which make it a powerful, expandable solution. It is also addressed that many hardwired PLCs can be replaced by LonWorks devices. Connecting these remote LonWorks networks to the Internet can provide a powerful, integrated, distributed control system.

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A XML based Unified Product Description Model (XML 기반 통합 상품 표현 모델)

  • Kim, Kyung-Rea;Ha, Sang-Ho;Suh, Kun-Su
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.04b
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    • pp.793-796
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    • 2001
  • XML은 강력한 데이터 표현능력을 인정받아 전자상거래와 같은 데이터 처리 분야에 적극적으로 도입되고 있다. 하지만 XML을 이용하여 다른 조직이나 사용자간에 원활한 데이터 교환과 사용을 위해서는 공통적으로 사용할 수 있는 태그나 용어가 표준화되어야 한다. 현재 이와 같은 표준화 작업은 CommerceNet에서 주관하는 xCbl이 주를 이루고 있으며, RosettaNet과 BizTalk에서도 자신의 고유한 문서 표준을 채택하고 있다. 하지만 위의 표준은 B2B간의 상품이나 서비스에 대한 포괄적인 관점으로 기술되었기 때문에 상품 자체의 세부적인 정보 표현에는 부족한 점이 있다. 또한 현재 국내에서 이와 같은 표준에 대한 구축이 초기 단계에 있기 때문에 산업별, 산업간 정보 연계를 위한 표준화가 시급하다. 본 논문에서는 이와 같은 표준화 작업의 일환으로 XML에 기반 하여 가능한 모든 상품을 기술할 수 있는 표준 모델을 제시하고 이를 XML의 DTD로 구현하였다.

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