There is a growing interest for 'Cloud computing' to cut costs, and help the users focus on their core business instead of being impeded by IT obstacles. As it became IT version 3.0 which represents the era of cloud services and the dominance of a new kind of IT service provider, cloud service providers (CSPs)' role is more critical as a trusted IT advisor to include cloud migration and integration expertise. However, previous literatures related to cloud computing service have mainly analyzed from customers, although it is hard for customers to totally understand the complex and diverse cloud ecosystem. Therefore, it is an urgent task to mitigate the inhibitory factors in providing the cloud services for activating cloud industry. This study, an exploratory research based on interviews, has derived factors of promoting and hindering the activation of cloud computing from the provider's perspective, and has analyzed a sequence of cause and effect for each factor. For this, the casual loop diagram was developed to deduce key issues, and propose an alternative. The results of this study are expected to help activate 'Cloud computing' in Korea by minimizing the potential negative effects of activating 'Cloud computing' industry.
In recent years, speedy development of Taiwan's hotel industry intensifies market competition, customers' demands on hotel services quality also increase with the increase of their consumption consciousness, and their demands on hotel types diversify, therefore hotel industry should concern on their unique management services quality brought by their different hotel types. The current designed service system or service transmission process may fail to meet customers' demands owing to emphasizing degree gap in service quality. What is worse, it is difficult for hotel industry to actualize complete customer segregation and to provide customized services, therefore comprehensive understanding of customers' demands on the service quality of different types hotels would contribute to operating management improvement of Taiwan hotel industry. This paper divides Taiwan hotels into three types: international tourism commercial type, holiday type and motel, the general hotels. It studies the emphasize degree gap in service quality between the industry and the customers. Data analysis shows that service quality gap (perceived gap) of hotels of different types exists in several quality aspects; what's more, the perceived gaps, service quality aspects, and its items of different types of hotel are also different. After an integrated analysis, this paper puts forward a general and customer-oriented quality item suitable for hotel industry to shorten the perceived gap of service quality, so that the hotel industry could design a service system and service transfer system, which could meet most lodging customers' demands in the context of pluralized customer sources.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
/
v.4
no.4
/
pp.71-88
/
2009
The Korean online gaming industry has seen rapid growth since the boom of information technology (IT) related industries, especially Internet and PC-bang or local area network (LAN) use, throughout the country. Online games are real-time games in which two or more players meet, compete, and cooperate in the same game space using the same communication network. Even though the growth rates of IT-related industries have recently slowed, the growth of the online gaming industry has increased, and Korean firms are expanding their businesses to countries all over the world. However, the online gaming industry is becoming an oligopoly, in which 4-5 leading companies occupy most online gaming markets. This situation presents a disadvantage to the Korean online gaming industry, since online players usually seek a diversity of online gaming contents and high quality online game services. Therefore, small- and medium-sized game developers must survive in this market by upgrading the quality of their online gaming services in an effort to provide differentiated goods and services in monopolistic competition markets. However, most venture companies in the online game industry, whether new or previously existing, are not able to obtain adequate financing. The objective of this paper is to examine the management environment for medium- and small-sized game developers in the Korean online gaming industry. By introducing the case of Grigon Entertainment, we try to identify the source of difficulty obtaining external financing for Korean venture firms in the online gaming industry.
Journal of Korea Society of Digital Industry and Information Management
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v.18
no.2
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pp.93-110
/
2022
The purpose of this study is to explore business investment and operation of O2O (Online-To-Offline) combined service. The study will analyze the necessary factors for growing the business by dividing the O2O service by industry. The Online-to-Offline is a method of inducing purchases of products and services by connecting between online and offline This research methodology organized the four stages of the analysis process. The analysis of all stages was performed with association rules in big data techniques. It is divided into the start-up period, growth period, maturity period, and decline period, and analysis is conducted on the business investment, expenditure cost, business operation, and conflict factors. As the research result, the first analysis has shown commonality with government subsidies, bank loans, and personal funds in all industries. The second analysis showed a lot of expenditure on labor costs of internal employees, marketing/sales, facility facilities, equipment, and equipment purchase costs. The third analysis showed difficulty in raising the investment resources necessary for business operations in all industries. The last analysis showed conflicts in the industry, businesses license, legal systems, and small business owners in all industries. This study contributed to the abundance and diversity of research methodologies in management information systems using association rules. In addition, the description of organizational development theory was updated while explaining the business investment and operation of O2O combined services. In practical implication, the O2O services include environmental factors that cause convergence between industries. Accordingly, this is required for new O2O services through new laws and systems and reorganization of existing laws and regulations.
Since Component-Based Development, or CBD, struck Korea SI industry a heavy blow several years ago, many major SI companies in Korea have implemented the CBD practices in real world, leveraging supports from the government and academic world. The result, however, falls short of their expectations. The major reason is that they have mainly focused on CBD processes and technical issues around it, although it is necessary as well to deal with other non-technical issues in order to make business values from CBD. This paper begins with reminding us what CBD tries to achieve indeed in terms of software development processes, then recognizes what we have achieved so far introducing a recent CBD project case, BOK-WIRE system. Thereafter, it reveals the chances that SI companies must take in order to make their CBD efforts succeed, pointing out what are the roadblocks really.
Journal of the Korean Operations Research and Management Science Society
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v.32
no.3
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pp.81-96
/
2007
This paper analyses the Korean information and communication technology supply side across the economy using 1995, 2000 and 2003 input-output tables. Input-output analysis considers inter-industry relations in an economy, depicting how the output of one industry goes to another industry where it serves as an input, and thereby makes one industry dependent on another both as customer of output and as supplier of Inputs. It can be evaluated that the recent growth of Korean ICT sector has come from the development of communication service and equipment industry and software industry. Although the high performance and positive revealed comparative advantages in ICT manufacturing sector, the value added and employment in that sector are not satisfactory. It may reflect in part high portion of imported intermediate goods in ICT manufacturing. However, it is fortunate that ICT services, which accounted for relatively high value added, induce the development of ICT manufacturing and follow strong export performance. Moreover, it is expected that the software sector with high value added and employment will be a major driver of ICT growth.
Since the introduction of block chain technology, its potential use in financial service area have been increasing, and financial firms are seeking ways to take advantage of the benefits of it. The purpose of this study is to present an approach to prioritize block chain-based services for bank. Toward this, we picked out potential financial services through focus group interview and derived the criteria that can be used in evaluating the priorities of block chain-based banking services in the same way. Then, we propose an analytic hierarchy process model to help decision makers prioritize the banking services while considering multiple criteria of technology issues, governmental regulations in the financial industry, cost, managerial issues, customers' needs, and the business opportunity for the bank. By using the analytic hierarchy process model, we can estimate the weighting coefficients to be assigned to each criteria and determine the order of priority in determining the best block chain-based service for the case study bank. The results show that banking login authentication would be forefront service, followed by money transfer, document notarization, and trade financing service in the order, and the trade financing could be most important service in terms of the business profitability for the bank in the future.
Purpose - The ICT market in the EU is lagging behind that of the US; however, algorithm and software development within the EU have grown steadily, and they involve focusing on the creative cultural convergence conceptualized as part of Horizon 2020 and connecting neighboring markets in the EE and the Mediterranean region. It is essential to study the requirements to market the EU's creative ICT development in emerging industrial countries after examining its applicability in these countries. Research design, data, and methodology - This study deals with data pertaining to the EU's creative industry and competitive edge. The global cultural expansion of the EU facilitates a new concept involving not only low-cost IT products to enhance local cultural artifacts through R&D and the construction of efficient infrastructure services, but also information exchange with a realistic commercialization of the technology that can be applied for creative cultural localization. In the European industry, research on algorithms has been applied for the benefit of consumers. We investigated how the process is conducted in the EU. Results - Europe needs to adjust its economic structure to the local culture as part of IT distribution convergence. The convergence has been converted into a production algorithm with IT in the form of low-cost production. This is because there is an attempt to improve the quality of transport infrastructure, workforce availability, and the distribution of the distance to the local industries and consumers, using IT algorithms. Integrated into the manufacturing industry, based on the ICT infrastructure and solutions, smart localized regional clusters are formed with the help of grafting. Europe has own strategy to increase the number of hub-and-spoke cities. Europe is now becoming integrated, with an EPC system for regional cooperation rather than national competition in ICT technology. Europe has also been recognized in this study as changing the step-by-step paradigm for global competitiveness through new creative culture industries. Conclusions - As a result, there are several ways of converging with others through EU R&D intensity; therefore, the EU can be seen as successfully increasing marginal value, which is useful in developing a special industrial cluster or local cultural cities that create converged development by connecting people and objects with IT. In fact, when compared to the US, Europe has a strong culture and the car industries have a tendency to overshadow the IT industries with integration of services in IT distribution. Considering the rapid environmental changes, the convergence of IT services is likely to take place in Europe, similar to the pharmaceutical industry and the automotive industry. This requires a focus on human resources and automated systems management. The trend is to move away from low-wage industries, switched to key personnel centers of the local university-industry. EU emphasizes the creation of IT market demand in Europe involving local cultural convergence for marketing as the second step to strengthen the economic hub-and-spoke areas.
With the advent of Ubiquitous era, Korean government understood its strategic importance and formulated 'IT839 Strategies' with various action plans not to miss the great opportunities which it may allow and eventually to realize u-Korea. As a result, m-Commerce is actualized and new types of Ubiquitous services such as digital multimedia broadcasting(DMB) and wireless broadband Internet(WiBro) are now on their commercial stages. Digital contents are the key success factors of these new services. Digital contents industry is regarded as next generation of growth engine in the digital economy, because it is knowledge-based and high value-added global industry affecting positively on the whole private and public sectors. This paper reviewed the characteristics, business models, technical and market trend of digital contents to be compatible with Ubiquitous environment. Also, it reviewed the development strategies of DMB and WiBro services, which are newly introduced and commercialized in Korea to make it as world leader in these fields. It may be concluded that Korea should make more efforts to development market-oriented digital contents for Ubiquitous era and to realize the sustained economic growth.
Despite the government's efforts, the jobs in SW industry are not easily created and only many problems of unemployment have been pointed out, failing to solve the basic problem. Sustainable decent jobs were recognized as a national task. Emotional connection between things and people is the SW industry, which is a core industry of the 4th industrial revolution. In order to be globally competitive, SW job creation, manpower planning for generating core human resources and highly educated manpower is a necessary issue. Basic estimation of job creation using the Input Output Table by Bank of Korea has some limitations and did not consider the SW industry characteristics. This study proposes an assessment model of SW policies and the practices a case of assessment of 113 projects supported by the Korean government. We propose a flowchart that can divide the government budgets according to the portion of the direct investment for SW industry by introducing investment types. We use an adjusted Input Output Table for SW industry and the model also considers the effect of SW promotions and regulations effects. This model can be used practically and flexibly by adjusting the SW fusion areas portions. It also considers the characteristics of the project, supporting areas, project size, short-term and long-term types. 113 projects of 'MSIT', 'SMBA' and 'NIPA' were analyzed and classified into 'policy' and 'business' to reflect SW job creation effect model considering domestic SW characteristics. By analyzing the practical data, 47,254 jobs are expected to be created within five years in optimistic cases and 27,211 jobs would be created in pessimistic cases.
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