• 제목/요약/키워드: Digital Goods

검색결과 246건 처리시간 0.025초

인터넷 상거래를 위한 소액대금결제 시스템의 설계 및 성능평가 (A Design and Analysis of Micro-payment System for Internet Commerce)

  • 성원;김의정;박종원
    • 한국컴퓨터산업학회논문지
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    • 제4권4호
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    • pp.533-546
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    • 2003
  • 기존의 대금지불 방법들은 개별 정보들과 같은 소액 상품의 결제 수단으로는 부적절하다. 이유는 상품의 가치보다 결제 수단을 운영하는데 들어가는 비용이 더 크기 때문에 경제성이 전혀 없기 때문이다. 그리하여, 인터넷 상에서 활발한 거래가 예견되는 초소액의 정보 상품들을 경제적으로 처리할 수 있는 새로운 대금결제 방식이 요구된다. 최근에 제안된 몇몇 소액지불 시스템들로는 "Millicent", "PayWord", "MicroMint", "iKP" 등이 있다. 이들 각각은 나금대로의 방식으로 안전성과 소비용화를 추구하고 있다. 그러나, 이들 방식들은 핵심 메커니즘의 소비용화와 적절한 보안의 만족 등에는 문제가 없었으나 "계좌(account)의 관리"와 "지불 화폐의 집중,관리" 에는 큰 문제점을 가지고 있다. 소액대금결제 시스템에서는 계좌 관리의 복잡성과 지불 값들의 집중의 효율적인 해결이 가장 먼저 고려되어지고 우선시 되어져야 할 항목이다. 그리하여, 본 논문은 PayWord시스템을 바탕으로 적절한 보안 만족, 운영 비용의 저렴화를 이룰 수 있게 하는 핵심 메커니즘의 사용, 불필요한 계좌의 이중 사용 배제, 지불 화폐 값들의 집중관리 해결 등을 만족시켜줄 수 있는 효율적인 소액대금결제 시스템인 PayHash를 설계, 구현하였다.의 집중관리 해결 등을 만족시켜줄 수 있는 효율적인 소액대금결제 시스템인 PayHash를 설계, 구현하였다.

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전자제품 서비스센터의 서비스 혁신성이 소비자의 재구매의도에 미치는 영향: 서비스센터 행동의도의 매개효과를 중심으로 (The Effect of Service Innovativeness of IT Service Centers: Mediating Role of Behavior Intention)

  • 김소형;강민정
    • 유통과학연구
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    • 제11권10호
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    • pp.17-25
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    • 2013
  • Purpose - This study analyzes the effect of customers' perceived service innovativeness of service centers for electronic goods, on repurchase intentions of customers, using behavior intentions of service centers as a mediator variable. In customer management and customer relationship marketing, service centers can be the most representative customer relationship management departments because they are most closely placed at the interface with customers. In addition, this study intends to investigate if continuous relationship with customers during one-time product-selling can affect their repurchase intentions. Specifically, this research aims to investigate if the expansion of the saturated physical market of the manufacturing business, to intangible service markets, can be competitive enough to satisfy customer needs. Research design, data, and methodology - This study targets college students, and especially those who have computers, digital cameras, or cell-phones, and often use electronic products and services. In order to investigate our hypothesis, we analyzed dates through SEM (structural equation modeling) using SPSS for Windows 18.0 and AMOS 18.0. In addition, we measured Cronbach's α coefficient using SPSS for Windows 18.0 in order to measure reliability. Further, using AMOS 18.0, this research statistically measured convergent validity as well as discriminant validity, and examined mediation models and path models in which service innovativeness leads to customers' repurchase intentions of electronic products. Results - As a result, this research shows that customers' perceived service innovativeness of service centers for electronic goods has significant positive influence on customers' behavior intentions of service centers. In addition, service innovativeness of electronic goods' service centers also has significant positive influence on repurchase intentions of customers. Conclusion - This study investigates the effect of customers' positive relation with the innovativeness of electronic service center on their behavior intention and product repurchase. The more concrete, important results of the study are as follows. Through the mediating effect, the findings of the study suggest that customers' behavior intentions of service centers partially mediate the effect of customers'perceived service innovativeness of service centers for electronic goods on customers' repurchase intentions. This research also provides an insight that the importance of service innovativeness and innovative approaches in managing customers should be recognized in the process of repurchase and service roles of manufacturing business as a way for customer management. As a result, the relationship between customer satisfaction and service quality of service centers for the electronic products is very sensitive. Although previous studies focus on certain aspects of the case for enhancing service innovation (Kim, 2012), this research recommends that the service centers need to understand the customers'desire first and try to adapt to achieve customer satisfaction by being innovative. This innovativeness of service centers would make customers visit them consistently, which in the long run, will also influence their repurchase decisions.

A Study on the Influence of Digital Experience and Purchase in the 4th Industrial Revolution : Focusing on Differences between Satisfied, Neutral, and Dissatisfied Groups

  • Jung, Sang Hee;Lee, Sang-Jik
    • Journal of Information Technology Applications and Management
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    • 제26권4호
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    • pp.51-69
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    • 2019
  • One of the most considerate phenomena of the era of the Fourth Industrial Revolution is the use of digital devices. Digitalization is rapidly advancing through all areas of industry and life. Customer journey with digitalization is looking totally different from previous customer journey. The research targets were users of fashion, automobiles, cosmetics and online shopping malls. We analyzed 300 people for each valid questionnaire. The results of the study are as follows. First, it has been proven that digital experience affects positive (+) impact on purchasing intention and positive (+) impact on recommending intention and negative impact (-) on switching intent and subsequently affects positive impact (+) to purchase and incase of switching intent, negative impact (-) to purchase. Unlike traditional methods such as SPC(Service Profit Chain), the Digital experience to Purchase process Chain (DPC) has been identified to be suitable in the digital age. Second, the digital satisfied group (5 score-very satisfaction) has shown same result as above. However the digital neutral group (even though 4 score- satisfaction in five-point scale), specially in a highly competitive industry, has different from the satisfied group and 3 score-normal is same as dissatisfied group. It means that this group is that If there is a high level of attractiveness of substitute goods, there is a high possibility of switching them. It has supported Jones and Sasser [1995] that there have been two types of loyalty of true long-term loyalty and what we call false loyalty in the highly competitive industry zone which is commoditization or low differentiation, many substitutes, low cost of switching. Identifying true loyalty and false loyalty is crucial to establishing a customer experience strategy. it is necessary to actively utilize long-term digital experiences strategy to increase the total satisfaction of digital experience through all of customer purchasing journey in order to enhance the digital customer experience. It is difficult to see the effect as a one-time event. It should be scaled over the entire customer purchase process over a long period of time, which can positively affect purchase intention, recommendation intention, and conversion intention. This is also why it is difficult for second-runners to overtake first-runners in a short period.

모바일 멀티미디어 경매 시스템 (A Mobile Multimedia Auction System)

  • 안후영;유기영;박영호;하선태
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제13권5호
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    • pp.320-332
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    • 2007
  • 최근 인터넷의 발달로 디지털 콘텐츠 및 UCC(User Created Contents) 산업이 발전하고 있다. 그러나 이로 인한 부작용도 많이 발생한다. 대표적인 문제는 디지털 콘텐츠의 무단 불법복제나 무료배포행위이다. 이는 디지털 콘텐츠 산업의 성장과 UCC 제작자의 창작의지를 저해하여 웹 2.0시대의 중심인 양질의 콘텐츠 생산을 방해한다. 본 논문에서는 위의 문제를 해결하기 위하여 멀티미디어 콘텐츠의 경매 시스템과 경매 프로세스를 제시하였다. 본 논문에서는 멀티미디어 콘텐츠에 중고의 개념을 도입하였다. 특히, 모바일 상에서 경매가 가능하도록 새로운 시스템 구조를 제안하였다. 시스템의 성능 분석 결과 주요 경매프로세스는 성능 분석 과정을 통하여 $\Theta(logN)$의 정수 배(m)의 시간을 사용하는 알고리즘임을 소개하고 사용자나 컨텐츠의 양이 폭발적으로 증가하는 경우에도 시스템의 성능에 크게 영향을 받지 않는다는 것을 보인다.

모바일 게임 <왕자영요>의 여성 게이머 중심의 시각적 요소에 관한 연구 (A Study on the Visual Elements of the Mobile Game Focused on Female Gamers)

  • 스위;정진헌
    • 디지털융복합연구
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    • 제17권9호
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    • pp.361-366
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    • 2019
  • 2019년 1월부터 3월까지 모바일 게임 수익 순위에 따르면 <왕자영요>게임이 지속적으로 가장 많은 매출을 올렸다. <왕자영요>는 남성 게이머의 선호도가 더 높은 게임이지만 다른 한편으로는 1억 이상의 여성 게이머들을 확보하고 있으므로 여성 또한 이 게임의 주 소비자라 할 수 있다. <왕자영요>는 간단한 조작성, 사교성 그리고 다양하게 제공되는 여성취향의 게임소품으로 인해 많은 여성 게이머들이 주류 모바일 게임에 능동적으로 참여할 수 있도록 하는 영향력 있는 모바일 게임이다. 본 논문은 여성 게이머들에게 호감도가 높은 스킨소품 중 하나를 선택하여 여성 게이머들의 취향을 분석하였다. 감성이 풍부한 여성 게이머들의 선호하는 게임에는 여성적 시각요소가 반영되어있으므로 향후 모바일 게임시장에서 여성 소비자를 고려한 여성취향의 시각적 요소의 방향을 제시하였다.

콘텐츠의 융합요소 및 융합경로와 융합유형 분석 (An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries)

  • 임명환;이중만
    • Journal of Information Technology Applications and Management
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    • 제20권3_spc호
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    • pp.295-314
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    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.

문화콘텐츠 가치평가의 평가모형에 관한 연구 (A Study of Evaluation Model for Culture Contents' Value Evaluation)

  • 권지혁;백승국;손기동
    • 디지털산업정보학회논문지
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    • 제9권3호
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    • pp.129-144
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    • 2013
  • Recognizing a limits on quantitative evaluation of cultural contents' and for its betterment, study aims developing a qualitative evaluation model. For this study, Reception Theory, Semiotics and Psychology were derived for epistemological dimension to contemplate culture contents' essential attribute. To be concrete, cultural contents was examined as experiential products, emotional products, rememberable products and texts. Also, codes of fun, emotion and culture were discussed as intrinsic attributes for cultural contents and how those attributes were expressed or composed in cultural contents was discussed as well. Evaluation items were extracted based on final discussion at the epistemic level, set up the final evaluation model by taking experts' advices on each items. With all those outcomes, qualitative evaluation model for cultural contents was developed. For the importance of each index in the model, priority was granted by weighting on each index. Lastly, evaluation scale was developed for each index. The culture contents' evaluation model developed in study is meaningful not only in drawing qualitative evaluation items of video(image) contents and developing the index and model for the first time, but also its possibility of wide use for other genres.

충북지역 관광문화상품 활성화 방안 연구 (A study on Activation plan for the Culture Tourism Product of chungcheongbuk-do Area)

  • 안명수;박승철
    • 디지털융복합연구
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    • 제10권5호
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    • pp.327-331
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    • 2012
  • 충북지역의 공예산업은 청주국제비엔날레 등 우수한 인프라를 구축하고 있음에도 타 지역에 비하여 낙후되어 있다. 이와 같은 현실을 직시하고 충북 관광문화상품의 활성화를 위한 충북공예산업의 현재와 미래를 연구 분석하여 부가가치창출과 지역 공예문화의 발전에 기여하고자한다. 시장 조사를 통하여 현재 유통판매 되고 있는 관광문화 상품 대한 만족도와 잠재 고객의 선호도를 파악하여 세부적인 마케팅 전략을 수립, 디자인 및 제작기술, 마케팅 능력 등 현실적인 문제점을 극복할 수 있는 방법에 대하여 연구해 본다.

디지털시대의 마케팅 전략 (Marketing Strategy for the Digital Age)

  • 고완기
    • 한국컴퓨터정보학회논문지
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    • 제6권1호
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    • pp.90-94
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    • 2001
  • 소비자가 자신이 구입할 상품은 개발, 생산 단계에서부터 On Line을 통해 실시간으로 개입한다는 의미를 지닌 Prosumer가 이미 등장했다 소비자가 이젠 더 이상 제조 기업이 공급한 상품을 단순히 선택하는 입장에 서 있지 않는다. 그들은 이미 생산 과정에 개입을 시작했고 구매 조합을 형성했고 역 경매를 통해 세계에서 제일 좋고 제일 값 산 상품을 완벽한 보증제도 아래서 구입하려 든다. 디지털 마케팅에서 일어나는 소비자의 의식 구조가 결국 오너나 몇몇 CEO의 독선적 의사 결정방식 하에서는 기업은 올바른 디지털 마케팅 시대의 흐름을 따라가지 못하게 되어 결국 기업은 망하게 될 것이다. 본 논문에서는 디지털 시대의 마케팅 환경 변화와 그에 따른 새로운 마케팅 전략과 인터넷 마케팅의 구현에 대해 제시하고자 한다

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온라인 쇼핑 가치 특성이 구매만족과 재이용의도에 미치는 영향 연구 (A Study on the Effect of On-line Shopping Values on Customer Satisfaction and Intention to Re-use)

  • 전병호;최재웅;김재영
    • 디지털산업정보학회논문지
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    • 제13권1호
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    • pp.147-158
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    • 2017
  • Internet is changing the way consumers shop and buy goods and services, and has rapidly evolved into a global phenomenon. The primary purpose of this study is to investigate the influence of consumer's on-line shopping values on satisfaction and intention to re-use. Economic value, emotional value, convenience value, social value, product variety were identified as affecting factors of satisfaction and intention to re-use of on-line shopping purchasing based on prior studies of on-line shopping behavior. This study tested the hypothesized model using the data from 132 consumers who have purchased products in on-line shopping mall. According to the result, economic value, emotional value, product variety are significantly related to the consumer satisfaction but convenience value, social value are not. Consumer satisfaction of online purchasing was also shown to be related to the intention to re-use. It can provide practical guidelines on effective operation strategies for consumer loyalty.