• Title/Summary/Keyword: Interactive Market Place

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Introducing an IT Based Business Model in Korean Wedding Service Market from the Viewpoint of Service Science (서비스사이언스 관점에서 소개하는 우리나라 결혼시장의 IT기반 사업모델 사례)

  • Kim, Sung-Hyun;Zo, Yung-Ho
    • Journal of Information Technology Services
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    • v.8 no.3
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    • pp.197-207
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    • 2009
  • Korean wedding service market is composed of various interlinked service elements that must be carefully managed in detail. This thesis introduces a new IT based business model which has been operating in this complex wedding service market for the past ten years. By introducing how each business model has been applied to Service Science, it will set a good example for the subsequent research in the similar fields by providing business's actual operation model and examples. Furthermore, this thesis will contribute to the development of both new study of Service Science and a new business model by illustrating how they beneficially affected each other and advanced as a result of applying outcomes of each business model to the development of the current business model.

Product Life Cycle in view of Market Risk Management (Market Risk Management 관점에서 본 Product Life Cycle)

  • Shin, On-Myung;Kim, Young-Ei
    • Journal of Distribution Science
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    • v.7 no.1
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    • pp.91-104
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    • 2009
  • The Purpose of this study is to reveal interactive relation between Product Life Cycle and Market Risk Management. PLC analyzes consumer buying behavior, volatility of price and sales at market place from the viewpoint of Marketing so that company can improve management result. This study is attempt to analyze PLC from a comprehensive and integrating angle by using MRM. In order to find out relationship between two theories, this study is an extraction of the factors that affects the management result commonly on PLC and MRM. Then, this study analyzes the factors of PLC from the viewpoint of MRM. The result shows that the factors of PLC and MRM have relation with in terms of volatility of price, trade risk and market share.

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VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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Smartphone-User Interactive based Self Developing Place-Time-Activity Coupled Prediction Method for Daily Routine Planning System (일상생활 계획을 위한 스마트폰-사용자 상호작용 기반 지속 발전 가능한 사용자 맞춤 위치-시간-행동 추론 방법)

  • Lee, Beom-Jin;Kim, Jiseob;Ryu, Je-Hwan;Heo, Min-Oh;Kim, Joo-Seuk;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.21 no.2
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    • pp.154-159
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    • 2015
  • Over the past few years, user needs in the smartphone application market have been shifted from diversity toward intelligence. Here, we propose a novel cognitive agent that plans the daily routines of users using the lifelog data collected by the smart phones of individuals. The proposed method first employs DPGMM (Dirichlet Process Gaussian Mixture Model) to automatically extract the users' POI (Point of Interest) from the lifelog data. After extraction, the POI and other meaningful features such as GPS, the user's activity label extracted from the log data is then used to learn the patterns of the user's daily routine by POMDP (Partially Observable Markov Decision Process). To determine the significant patterns within the user's time dependent patterns, collaboration was made with the SNS application Foursquare to record the locations visited by the user and the activities that the user had performed. The method was evaluated by predicting the daily routine of seven users with 3300 feedback data. Experimental results showed that daily routine scheduling can be established after seven days of lifelogged data and feedback data have been collected, demonstrating the potential of the new method of place-time-activity coupled daily routine planning systems in the intelligence application market.

Effects of Humidification with an Air Purifying Substance on Sick Building Syndrome Symptoms (공기청정용 가습액이 새집증후군 자각증상에 미치는 영향연구)

  • Lee, Yeunsook;Lee, Hyunjeong;Cho, Jiyeon;Lim, Jungeun
    • KIEAE Journal
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    • v.5 no.1
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    • pp.3-10
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    • 2005
  • Indoor air quality (IAQ) is recognized as a byproduct of industrialization that took place in the 20th century. The great attention to IAQ has been gained since 1980s, and led to numerous research studies that have mainly made in the developed countries. As the development of residential environment in Korea enters in the process of qualitative growth, IAQ has viewed as one of the core issues in the society, and research in relation to IAQ has been implemented until now in the fields of engineering and medical science. It is widely known that the sources and effects of indoor air pollution have been various, and IAQ research with multidisciplinary approaches is required. Nevertheless, few research embedded into a socio-behavioral approach to identifying interventive measures of residents and analyzing their choices is made. The purpose of this study is to examine the use of an interactive measure of residents in apartments that is air purification with phytoncide available in the market, and to investigate their self-reported effects of the air purifying substance on sick building syndrome symptoms. This study utilizes a field experiment design with pre-test and post-test, and the experiment is conducted in a natural field setting. A total of 87 test subjects from 32 households with already sick building syndrome are drawn via internet, and the participation is solely voluntary. The participants receive and use the air purifying substance, and are asked to use it continuously for two weeks and identify their self-reported symptoms of before- and after-use. The research findings indicate that air purification using phytoncide is effective to alleviate their symptoms in relation to sick building syndrome. Also it is noted that the participants report that the use of the air purification causes the positive impacts on their daily life. Further research is needed that compares the group with only humidifier and evaluates the mid-term and long-term use of the air purification and its effects.