• Title/Summary/Keyword: Industry-based perspective

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Forest Insect Industry in Collaborative Forest Management: An Overview

  • Bhatia, Narendra Kumar;Yousuf, Mohammad
    • International Journal of Industrial Entomology and Biomaterials
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    • v.27 no.1
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    • pp.166-179
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    • 2013
  • In India, forest based insect enterprises has never been linked up with any forest management activity, either as a forest conservation strategy or to reduce the poverty in forested area. This investigation indicated that when forest dependent people are associated with forest insect industry (FII) like forest sericulture, lac culture or apiculture; this income generating activity links livelihood with forest conservation, and generates a viable model of collaborative forest management (CFM). In this model different stakeholders work together as a coherent entity for unified goal of managing the forest for well-being of the poor people in fringe areas. Article summaries and evaluates the prospect of India specific forest insect industry, and discusses how and to what extent integration of FII could be a viable livelihood component in CFM to conserve the forest and insect biodiversity. We analysed a case study on forestbased rearing of tropical tasar silkworm rearing in Central India from CFM perspective. Arguments in this communication are intended to provide forest managers and policy-makers with necessary input to consider location specific FII in CFM mode to provide a continuous source of small income to forest dependent people to ensure long lasting success of their forest management endeavours.

A method to build competitive strategy based on the ubiquitous business model repository (유비쿼터스 비즈니스 모델 저장소를 이용한 경쟁 전략 수립 방법)

  • Song, Hee-Seok;Han, Kwan-Hee;Yeo, Jae-Hyun;Park, Gwang-Man;Lee, Kwang-Hee
    • IE interfaces
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    • v.21 no.3
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    • pp.283-293
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    • 2008
  • It is important to choose and develop right business model in the process of implementing the ubiquitous service concept. In particular, it is also required to build a method which can assist in establishing a business model in a competitive perspective to differentiate business strategy. However, we could not find the existing studies which tried to develop business model including methods on how to differentiate business strategy in a competitive environment. In this study, we propose an ontology for repository of ubiquitous business model and address on how to apply the proposed business model repository to real ubiquitous industry. We also built a repository of unlicensed wireless device industry to check the applicability of proposed ubiquitous business model ontology and to show the various examples. We expect that building the business model repository contributes to reduce the redundancy and inefficiency for industry as well as to increase likelihood of business success for an individual company.

Understanding Service Quality in Health/Fitness Clubs from A Systems Perspective

  • Kyungro Chang
    • Asia Marketing Journal
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    • v.1 no.3
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    • pp.53-78
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    • 1999
  • Despite of the vibrant nature of the fitness industry, there has not been a sustained effort to understand the dynamics of the industry, particularly with reference to the quality of services offered in that industry. The purpose of this paper is to present a system based process model of quality in health/fitness services. The characteristics of the organization, the service employees and the client are the inputs into the service encounter where the service is produced (i.e., the throughput). The output is the quality of the service. The extent of quality perceived by both the service provider and the client is said to influence the satisfaction of the respective parties, and subsequent motivation to participate in the production of quality in the service. The model also suggests that physical environment as well as other customers and their behaviors influence customer perception of service quality. The quality of service is enhanced through the quality assurance practices of the organization and the feedback from client. Further, the input, throughput, and output in our model reflect (a) quality of the design of the service delivery system, (b) objective quality of the product, and (c) quality as perceived by client. The specific attributes of the design element (i.e., organization, service employee, and the client) are elaborated upon. It is suggested that the organization can assure quality by seeking feedback from clients and service employees, monitoring the service production phases, and managing inter-customer interactions.

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Impact of Second-hand Trading Platform Benefits on Trust, Attitude, and Usage intention - A Focus on Fashion Product Transactions - (중고 거래 플랫폼 혜택이 신뢰, 태도 및 사용의도에 미치는 영향 - 패션 상품 거래를 중심으로 -)

  • Youjin Kang;Minjung Park
    • Fashion & Textile Research Journal
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    • v.26 no.2
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    • pp.166-178
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    • 2024
  • Second-hand trading platforms have emerged as a major transaction method among people, and are particularly quite popular with the MZ Generation (Millennial + Generation Z). These generations are more open to transactions through such platforms. Understanding and analyzing these platforms from the perspective of their primary users can help businesses establish effective marketing strategies and attract new customers. This study examines the effect of second-hand trading platforms on usage intention by dividing the benefits into functional, economic, environmental, social, and hedonic categories for MZ generation consumers who have traded fashion products on such platforms. In addition, it explores how differences in fashion leadership affect the relationship between platform benefits, trust, and attitude. A total of 400 participants were analyzed using IBM SPSS Statistics 26.0 and IBM AMOS 24.0. The results indicate that the benefits of second-hand trading platforms have a significant impact on trust in and attitude toward these platforms. Furthermore, the effect of platform benefits on consumer responses varied based on the extent of fashion leadership. This study provides practical insights for developing marketing strategies for second-hand transaction platforms and underscores the academic significance of studying consumer behavior in a second-hand fashion markets.

Analytic Approach to e-Transformation of Intermediary (중개유통기업의 e-트랜스포메이션: 분석적 접근)

  • Han, Hyun-Soo
    • Information Systems Review
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    • v.5 no.2
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    • pp.1-21
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    • 2003
  • In this paper, we investigate industrial product intermediary's transformation strategy by exploiting advantages afforded by web based information technologies. Our motivation for this research stems from exploring intermediary's responding strategy to cope with supplier's threatening to disintermediation. From transaction cost perspective, internet can induce both the vertical quasi-integration (electronic hierarchy) and outsourcing (electronic market). Our rationale on directing one of these bi-directional movements is specified on intermediary's value adding on the supply chain. As such, we investigated supply chain performance, IT effects on customer's requirement of channel functions, and channel power structure. Propositions to suggest contingent e-transforming strategic alternatives are logically derived from dyadic nature of supply chain characteristics such as efficiency versus customer services, and supplier dominant versus easy replaceability of suppliers. The contingent e-transformation framework developed from intermediary's perspective is reviewed through longitudinal industry case analysis. Implications from the industry case analysis give us insights for the effectiveness of the framework to combine supply chain characteristics with intermediary's e-transformation.

Analysis of Game User's Motivation-Action Structure on Social Network Games (소셜 네트워크 게임 사용자의 동기-행동구조 분석)

  • Kim, Mi-jin;Kim, Yeong-sil
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.77-86
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    • 2011
  • This paper is aimed at analyzing the relationship between users' actions in relation to a SNG (Social Network Game), which mainly targets communities, and the motivations that give rise to such selective actions. The subjects of existing researches on game area have rarely dealt with game users but mainly focused on the studies and utilization of game production technologies; and, in cases of studies on games users, their subjects have been hardly more than observations of users' behaviors in relation to the performance to achieve certain goals or themes of a game; for example, upgrading a character's level or obtaining rewards through "defeat". Therefore, it is necessary to analyze the actions of SNS game users from the perspective of behavioral selections caused by various motivations of human beings rather than approaching from the perspective of problem solving methods. In order to accomplish this goal, fist of all, Lazzaro's People Fun model and motivation theory of SNS users will be analyzed. Secondly, relevant materials from 13 SNG cases will be collected. Games' events and the functional actions of users will be classified. Lastly, the primary actions of SNG users will be classified into 8 different types and motivations - action patterns will be analyzed based on the classified materials.

Smart Service System-based Architecture Design of Smart Factory (스마트 서비스 시스템 기반 스마트 팩토리 아키텍처 설계)

  • Lee, Heeje;Lee, Joongyoon
    • Journal of the Korean Society of Systems Engineering
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    • v.13 no.2
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    • pp.57-64
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    • 2017
  • A new paradigm based on distributed manufacturing services is emerging. This paradigm shift can be realized by smart functions and smart technologies such as Cyber Physical System (CPS), Artificial Intelligence (AI), and Cloud Computing. Most architectures define stack levels from Level 0 (equipment) to Level 4 (business area) and specify the services to be provided between them. Because of their a rough technical specification, there is a limitation on how to actually utilize a technology to actually implement a smart factory service with this architecture. In this paper, we propose a smart factory architecture that can be utilized directly from the perspective of a smart service system by making the use of System Engineering Process and System Modeling Language (SysML).

A Study of a Scheme to Assess and Improve ESB-based SOA Applications from the S/W Architecture Perspective (ESB기반 SOA Application에 대한 S/W Architecture 관점의 평가와 개선 방안에 대한 연구)

  • Im, Chol-Hong;Hong, Do-Seok;Choi, Jeong-Joon
    • Journal of Information Technology Services
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    • v.5 no.2
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    • pp.169-178
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    • 2006
  • In both inside and outside of our country, the interest of the new generation S/W architecture, the SOA(Service Oriented Architecture) is whooped up. We expect that the SOA will become general S/W architecture in several years, but the most compaines of S/W Industry still think that the SOA have much risk to adapt as their s/w architecture. In this paper, We performed the senario based verification of the SOA quantitatively and qualitatively, and presented the validity of the S/W architecture view and the method of adoption of the SOA.

SME Informatization Attributes Based Analysis for their Criticalness, Status and Policy Implications (중소기업 정보화 요인별 중요성, 현황 및 정책적 시사점)

  • Han, Hyun-Soo;Kim, Kiho;Yang, Hee-Dong
    • Journal of Information Technology Applications and Management
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    • v.20 no.4
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    • pp.97-110
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    • 2013
  • In this paper, we propose policy implications for Korean SMEs to enhance informatization level, which thereby leads to better competitiveness. Our approach begins with organizing the firm's informatization attributes from SME perspective. Next, we adopted AHP method to quantify the relative importance of each informatization attributes. Then, we assess the criticalness of each informatization attributes with reference to the empirical statistics for the current status of informatization level of Korean SMEs. The analysis distinguishes manufacturing versus service industries, and informatization attributes importance versus as-is informatization level, each respectively. Based on empirical analysis, policy implications are proposed for more effective government SME informatization support policy.

How Can Customer Experience on CDJ Be Shaped?: Can Rose Be Tamed?

  • Lee, Sang mi;Han, Sang man
    • Asia Marketing Journal
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    • v.22 no.3
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    • pp.87-105
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    • 2020
  • With the development of Information Technology, customers require promptly higher quality products and services. Companies try to make newly digital marketing strategies, but there are no empirical researches on them. This article empirically presents a new perspective that companies can shape the customer decision journey ahead by coordinating customer experience. In this article, based on Elaborated Likelihood Model (ELM) theory, customer experience consists of the emotional or cognitive experience. We surveyed about 200 subjects (N = 217) in their 20s and 30s based on the International Music Industry Association's Music Listening 2019 report, then analyzed four different models (before personalization-cognitive experience, before personalization-emotional experience, after personalization- cognitive experience, after personalization-emotional experience) by JASP and R Studio. We conducted Structural Equation Model (SEM) and paired t-test. Personalization factors are about recommendation systems in Spotify. The results of survey represent that companies can shape the Customer Decision Journey (CDJ) ahead especially through enhance cognitive experience. It empirically proves Elaborated Likelihood Model (ELM). The conclusion can be drawn that 'pulling' customer experience can be a new marketing strategies in the digital era.