• Title/Summary/Keyword: Customization Service

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모바일 클라우드 서비스 기반 다중 커스터마이제이션 기법 (A Multiple Customization Technique based on Mobile Cloud Service)

  • 예준호;김철진
    • 한국산학기술학회논문지
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    • 제14권9호
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    • pp.4478-4484
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    • 2013
  • 기존 모바일 커스터마이제이션 연구는 단일 디바이스의 서비스를 변경하려는 단일 커스터마이제이션 기법으로 수행되어왔다. 그러나, 변경하려는 모바일 서비스가 다중 디바이스에 일괄적으로 적용되기 위해서는 기존의 단일 커스터마이제이션 기법으로는 미흡하다. 본 논문에서는 모바일 서비스의 흐름제어 데이터를 공유하여 다중 디바이스를 커스터마이제이션하기 위한 기법을 제안 한다. 제안하는 다중 커스터마이제이션 기법은 푸시 서비스와 클라우드 서비스를 기반으로 한다.

고객화, 네트워크 효과, 서비스 품질 및 고객 충성도 : 음원 스트리밍 서비스를 중심으로 (Customization, Network Effect, Service Quality and Customer Loyalty : An Investigation of Music Streaming Services)

  • 음상원;임호순;한영미
    • 한국IT서비스학회지
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    • 제18권4호
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    • pp.115-134
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    • 2019
  • The global music industry has been growing steadily every year. In particular, the proportion of music streaming services in the overall market are expanding. It shows same pattern in domestic market. Also, several companies are providing music streaming services competitively. It is clear that there is growing interest in effective operations of music streaming services. In this study, we examine the impact of customization and network effect on service quality and customer loyalty. We collect survey data and analyze relationships between latent variables using structural equations modeling. We find that customization and network effect of music streaming services positively affect service quality. However, the effect of customization on customer loyalty is not significant and there is a negative effect of network effect on customer loyalty. Finally, we find that service quality works as a mediator between customization and customer loyalty, and service quality also works as a mediator between network effect and customer loyalty.

TV 홈쇼핑 모바일 애플리케이션의 고객화가 서비스 품질 및 고객충성도에 미치는 영향에 대한 연구 (The Impact of Customization of TV Home Shopping Mobile Applications on Service Quality and Customer Loyalty)

  • 음상원;안철옥;임호순
    • 품질경영학회지
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    • 제47권2호
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    • pp.255-269
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    • 2019
  • Purpose: We examine the impact of Customization of TV Home Shopping Mobile Applications on Service Quality and Customer Loyalty. Methods: We collect data by using survey and proposed relationships between latent variables using Structural Equations Modeling. Results: We find that Customization of TV Home Shopping Mobile Applications positively affect Service Quality and Customer Loyalty. In addition, service quality work as a mediate variable between Customization with Customer Loyalty. Conclusion: Our findings explain the significant relationships between each variables and hence it is necessary to consider Customization and Service Quality in order to achieve desired goal of enhancing business performance through mobile applications.

미용실 고객의 매스 커스터마이제이션 요구 수준 (Mass Customization and the Level of Customers' Needs for Beauty Salon)

  • 권태신;김용숙
    • 복식문화연구
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    • 제20권1호
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    • pp.1-17
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    • 2012
  • The purposes of this study were to analyze factors of mass customization for hair salon's customers and to identify the differences among groups segmented by mass customization level. The self-administered questionnaire was used for data collection. The respondents were 423 women using hair salons. Factors of hair salon's mass customization implementation were sanitary condition & hair salon's staff, hair styling technique, communication service, tangible service, monetary support, convenience service, and visible service. Hair salon's customers were categorized into the high-level of needs group, the middle-level of needs group, and the low-level of needs group. The high-level of needs group consisted of university students or women with a higher education or higher income. This group selected beauty salons by the promotion or advertisements, preferred their own unique hair style or a little-fashionable hair style, and showed a lower level of patronage. The middle-level of needs group consisted of university students or women with a higher education or higher incomes. They selected hair salons by service prices, preferred a basic hair style, and showed a midium level of patronage. The low-level of needs group consisted of women with lower education or lower income. They selected beauty salons by career of hair dressers or the promotion or advertisement, preferred highly fashionable hair style, and showed high level of patronage.

Web1.0과 프로슈밍기반 Web2.0 서비스 가치생태계 비교 (Value Ecosystems of Web Services : Benefits and Costs of Web as a Prosuming Service Platform)

  • 김도훈
    • 한국경영과학회지
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    • 제36권4호
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    • pp.43-61
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    • 2011
  • We first develop a value ecosystem framework to model the SDP(Service Delivery Process) of web services. Since the web service has been evolving from the basic web architecture (e.g., traditional world wide web) to a prosuming platform based on virtualization technologies, the proposed framework of the value ecosystem focuses on capturing the key characteristics of SDP in each type of web services. Even though they share the basic elements such as PP(Platform Provider), CA(Customization Agency) and user group, the SDP in the traditional web services (so-called Web1.0 in this paper) is quite different from the most recent one (so-called Web2.0). In our value ecosystem, users are uniformly distributed over (0, ${\Delta}$), where ${\Delta}$��represents the variety level of users' preference on the web service level. PP and CA provide a standard level of web service(s) and prosuming service package, respectively. CA in Web1.0 presents a standard customization package($s_a$) at flat rate c, whereas PP and CA collaborate and provide customization service with a usage-based scheme. We employ a multi-stage game model to analyze and compare the SDPs in Web1.0 and Web2.0. Our findings through analysis and numerical simulations are as follows. First, the user group is consecutively segmented, and the pattern of the segmentations varies across Web1.0 and Web2.0. The standardized service level s (from PP) is higher in Web1.0, whereas the amount of information created in the value ecosystem is bigger in Web2.0. This indicates the role of CA would be increasingly critical in Web2.0: in particular, for fulfilling the needs of prosuming and service customization.

구조방정식 모형을 적용한 대학도서관 재이용과 추천의향에 영향을 미치는 품질요소에 관한 연구 (A Study on the Quality Factors Influencing University Library Re-visitation and Recommendation Intention Analyzed using Structural Equation Model)

  • 김미령;우종필
    • 한국문헌정보학회지
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    • 제54권4호
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    • pp.147-167
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    • 2020
  • 본 연구의 목적은 선행연구에서 도출된 대학도서관 서비스 품질요소를 대상으로 재이용과 추천의향에 영향을 미치는 요인이 무엇인지 구조방정식 모형을 적용하여 분석하고자 하는 것이다. 2020.4.30.부터 2020.5.10.까지 11일간 이용자 그룹(학부생, 대학원생, 교수/강사) 총 127명을 대상으로 재이용과 추천의향에 대한 설문 조사를 실시하였다. 분석 결과는 다음과 같다. '자료'와 '서비스 고객화'는 재이용에 영향을 미치는 품질 차원으로 나타났으며, 재이용은 추천의향에 영향을 미치는 것으로 나타나 '자료'와 '서비스 고객화'가 재이용 뿐만 아니라 추천의향에도 영향을 미치는 것으로 분석되었다. 또한 '서비스 고객화'는 추천의향에 직접적으로 영향을 미치는 요인으로 나타났다. 이를 바탕으로 이용자의 요구가 다변화하고 개인화되고 있는 도서관 환경에서 도서관 서비스와 마케팅에 고객화 개념을 적용하는 방안을 제시하였다.

웹기반의 바이오리듬의 감성지수를 이용한 적응적 고객화 서비스 (An Adaptive Customization Service using Emotional Indices of Bio-rhythm based on Web)

  • 나윤지;고일석
    • 정보처리학회논문지D
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    • 제12D권6호
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    • pp.899-904
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    • 2005
  • 웹서비스의 경쟁이 심화됨에 따라 고객 개개인의 특성을 반영한 맞춤형 서비스의 지원 필요성이 증가되었으며, 이러한 개인화 서비스를 지원하는 고객화 시스템에 대한 연구가 활발히 이루어지고 있다. 대부분 고객화 지원 시스템은 각종 수집 가능한 고객의 개별적인 특성을 위주로 하는 정량적으로 표현되는 자료의 분석을 통해 이루어지고 있다. 하지만 감성 정보의 경우 정서적인 데이터 특성으로 인해 이를 웹 시스템에 활용하기에는 어려움이 있다. 따라서 웹 환경이라는 기술적인 상황에서도 활용 가능한 감성정보의 활용에 관한 연구가 필요하다. 본 연구는 고객의 감성지수를 이용한 적응적 고객화 서비스를 지원하는 웹 시스템을 설계하고 실험을 통해 분석하였다.

푸시 서비스를 이용한 모바일 커스터마이제이션 기법 (A Mobile Customization Technique using Push Service)

  • 정창훈;예준호;김철진
    • 한국산학기술학회논문지
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    • 제14권9호
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    • pp.4498-4506
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    • 2013
  • 스마트 워크로 인해 모바일 환경에서 다양한 업무가 수행되고 있다. 이러한 흐름에 따라 다양한 업무 서비스의 제공 및 업무 서비스의 즉각적인 변경을 요구하고 있다. 이에 본 논문에서는 모바일 서비스를 실시간으로 변경하기 위한 모바일 커스터마이제이션 기법을 제안한다. 본 논문의 모바일 커스터마이제이션 기법은 구글의 GCM 푸시서비스와 안드로이드의 인텐트 기술을 기반으로 커스터마이제이션 아키텍쳐 및 프로세스를 제안한다.

서비스 제품에서 서비스 공통성 지수 (Service commonality index in a service product)

  • 김준홍
    • 산업경영시스템학회지
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    • 제30권3호
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    • pp.82-88
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    • 2007
  • Service engineering is a new discipline which aims at basically understanding of service and a concrete methodology using engineering approach for service design. In this paper is introduced the serviset graph [7] which is a comprehensive concept to represent service products, processes, and operation activities. The proposed concept is a degree of commonality index in a service product in order to deal with service mass customization using the input-output analysis in economic model.

의류전자상거래 환경에서 고객화 유형이 관계품질에 미치는 영향 (The Influence of Consumer Perception of Customization Type on Relationship Quality in the Apparel E-business Context)

  • 이지현;이유리
    • 한국의류학회지
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    • 제32권2호
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    • pp.259-270
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    • 2008
  • The convenience and flexibility due to the spread of Internet allowed consumers to easily participate in marketing activity. Consumers want to participate in designing, manufacturing, delivering of products and service by expressing their opinions to the companies because they want to buy customized goods where their requirements are incorporated. We can expect that, through this interactive process of customization between consumers and companies, strong relationship quality may be built as a result of the interaction. The main purpose of this study is to examine the influence of consumer perception of customization on relationship quality in the e-business context. To accomplish this purpose, I reviewed the concept of customization, identified the perceptive factors of customization in e-business context (i.e., perception of participation level, assessment of flexibility), and examined the type of customization. Whether customization type generates varying degrees of perception of customization and relationship quality is revealed. As a result, collaborative product/service customization generated the highest relationship quality. Assembled product customization that was built based only on predicted consumer needs without any interaction between consumer and company showed a low level of relationship quality. And this type had no significant difference from standardized products. In short, there is a strong need for e-business companies to interact with consumers to improve relationship quality.