• 제목/요약/키워드: On-line marketing

검색결과 393건 처리시간 0.026초

패션 주얼리 브랜드산업(産業)의 현황(現況)과 시사점(時事點)에 관(關)한 연구(硏究) (An Examination on Fashion Jewelry Brand Industry's Situation and Its Implications)

  • 이승희
    • 패션비즈니스
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    • 제9권2호
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    • pp.131-142
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    • 2005
  • The purpose d this study was to examine situations of fashion jewelry brand industry and to find out the problems in Korean jewelry market. Based on literature review, this paper tried to define jewelry first, and to investigate recent the recent situations or status of fashion jewelry markets. The fashion jewelry brand markets were able to be classified into 2 categories such as off-line retailing and on-line retailing including internet shopping and home shopping. As the result, the most problem was the definition of the fashion jewelry. Also our fashion jewelry markets had some serious problems such as complex distribution structure or lack d technical experts. Based on these results, fashion jewelry marketing strategies would be suggested.

글로벌 e-서비스 기업의 현지 생존화 전략 (Glocalization of e-Services)

  • 민재형
    • 경영과학
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    • 제28권3호
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    • pp.125-141
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    • 2011
  • We have recently witnessed many of global companies did not successfully adapt themselves to local markets, and finally exited the markets experiencing failures. The purpose of this study is to suggest practical glocalization strategies for global e-service companies to run their respective businesses in local markets with success. Glocalization is a terminology blending globalization and localization, meaning that global companies adapt themselves to local cultures, environment, languages, laws and regulations so as to survive and prosper in those markets while maintaining high quality of standards and processes they originally have for global competitive edge. Examining success stories as well as failure ones of global e-service companies having entered Asian markets, we provide marketing mix strategy for successful glocalization, and suggest some guidelines for prospective e-service companies wishing to enter local markets with different cultures and languages to fit themselves to new environments.

A Technique of Parameter Identification via Mean Value and Variance and Its Application to Course Changes of a Ship

  • Hane, Fuyuki;Masuzawa, Isao
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1999년도 제14차 학술회의논문집
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    • pp.153-156
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    • 1999
  • The technique is reported of identifying parameters in off-line process. The technique demands that closed-loop system consists of a reference and two-degree-of-freedom controllers (TDFC) in real process. A model process is the same as the real process except their parameters. Deviations are differences between the reference and the output of the plant or the model. The technique is based on minimizing identification error between the two deviations. The parameter differences between the plant and the model are characterized of mean value and of variance which are derived from the identification error. Consequently, the algorithm which identifies the unknown plant parameters is shown by minimizing the mean value and the variance, respectively, within double convergence loops. The technique is applied to course change of a ship. The plant deviation at the first trial is shown to occur in replacing the nominal parameters by the default parameters. The plant deviation at the second trial is shown to not occur in replacing the nominal parameters by the identified parameters. Hence, the identification technique is confirmed to be feasible in the real field.

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Bass모델을 응용한 게임제품의 수요예측 (The Demand Forecasting of Game Products by Bass Model)

  • 이지훈;정헌수;김형길;장창익
    • 한국게임학회 논문지
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    • 제4권1호
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    • pp.34-40
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    • 2004
  • 본 연구는 새로운 게임제품을 시장에 출시하는 기업들의 수요예측에 도움을 줄 수 있는 Bass 모델을 소개하고 이의 타당성을 보여주고자 한다. 마케팅 분야에서 타당성을 인정받고 있는 Bass 모델을 게임제품의 수요예측에 적용해 본 결과 Bass모델을 응용한 게임제품의 수요예측은 아케이드 게임, 온라인 게임의 경우 수요예측에 있어서 정확도가 높은 것으로 분석되었다.

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기상요인 변화에 따른 고객의 교통수단 이용행태 분석 (The analysis of customers patterns selecting transportation modes in accordance with weather change)

  • 박은경
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 2009년도 춘계학술대회 논문집
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    • pp.746-755
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    • 2009
  • This study will analyze the data of Kyongbu & Honam Line whether how much the weather change has an effect on the change of transportation modes and check the pattern of customer's behavior and investigate the influence on the changing transportation modes. Especially, this study will confine to the rainfall and snowfall out of various weather causes, and the questionnaire investigation is used to know the sensitivity of customer's patterns selecting transportation modes in accordance with weather change, and the research result will be used to make a marketing strategy & efficient train operation.

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도시마케팅 개념정립을 위한 사례 연구 - 대전시의 도시마케팅을 중심으로 - (Case Study on Positioning of City Marketing - Focus on City Marketing in Daejeon -)

  • 서용모;오치교;김형준
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2008년도 춘계 종합학술대회 논문집
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    • pp.663-667
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    • 2008
  • 본 논문은 지방자치단체의 위상과 역할이 확대되면서 지방의 도시 이미지 제고에 있어서의 도시 아이덴티티 확립과 대전지역의 도시 발전측면에서 보존 육성 개발하는 전략을 수립하는 전략을 제시하고 활성화 방향을 설정하는 실천적인 핵심적인 과정의 창출에 대한 모델을 제시하고 한다. 대전광역시가 직면하고 있는 지역개발의 새로운 패러다임으로서 도시 문화적 전략과 그 한계와 진화를 이해하고 차별적인 도시 이미지 구축하기 위하여 세계의 선진 사례들과의 비교, 분석을 통해 제시한다. 또한 대전광역시에 대한 도시이미지브랜드의 핵심적인 아이디어를 도출하고 성공전략을 도출하기 위한 가이드 라인을 제시하고자 한다. 대전시의 도시브랜드에 대한 포지셔닝 분석을 통해 대전광역시에 적합하고 차별성과 상징성을 갖는 도시 이미지 및 브랜드 개발 시스템 개발에 대한 제언을 통해 유니버셜 및 지속가능한 디자인으로서 대전시의 도시디자인 및 도시마케팅에 대한 개념을 이해하고자 한다.

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품질경영체제에서 온라인쇼핑몰의 활성화에 관한 연구 (A Study on Vitalization of the Activities of Online Shopping Mall in Quality Management System)

  • 김형욱;정인진
    • 품질경영학회지
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    • 제29권2호
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    • pp.54-75
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    • 2001
  • The tremendous growth of the Internet, particularly World Wide Web, has resulted in significant changes in commerce environments. Internet has brought significant changes in the economics of marketing channels and has led to a redefinition of industry value chain. Electronic Commerce(EC) has become so important that countries and firms unprepared for this new trend would lose competitive advantages in the coming century of Digital Economy. Despite its importance, current EC markets in Korea are immature and there still exist several barriers to EC development thus excluding business to consumer EC markets. As interest in quality management and its effect on competitive performance has grown, there has been a corresponding proliferation of research. However, the majority of the research on quality management has not evolved in a comprehensive and rigorous fashion, particularly with regard to reliability and validity issues. The purpose of this paper investigates on Vitalization of the Activities of on-line shopping mall under of TQM system in Korea. That would make it possible to remove elements of insecurity and doubt currently felt by many users of on-line shopping mall(internet detail or cyber mall) business. In addition, we tried to find out what factors discourage consumers from using electronic purchasing methods, as well as how perceived quality factors and customer satisfaction when consumers are exposed to the purchase process on the on-line shopping mall business.

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온라인 추천 서비스를 위한 감성 기반 웹 에이전트 개발 (Development of Human Sensibility Based Web Agent for On-line Recommendation Service)

  • 임치환;정규웅
    • 대한인간공학회지
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    • 제23권3호
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    • pp.1-12
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    • 2004
  • In recent years, with the advent of e-Commerce the need for personalized services and one-to-one marketing has been emphasized. To be successful in increasingly competitive Internet marketplace, it is essential to capture customer loyalty. In this paper, we provide an intelligent agent approach to incorporate human sensibility into an one-to-one recommendation service in cyber shopping mall. Our system exploits human sensibility ergonomics and on-line preference matching technologies to tailor to the customer the suggestion of goods and the description of store catalog. Customizing the system`s behavior requires the parallel execution of several tasks during the interaction (e. g., identifying the customer`s emotional preference and dynamically generating the pages of the store catalog). The recommendation agent system composed of five modules including specialized agents carries on these tasks. By presenting goods that are consistent with user interests as well as user sensibility, the accuracy and satisfaction of the recommendation service may be improved.

온라인 벤처기업의 전략적 제휴에 대한 공시가 기업가치에 미치는 영향 (The Impact of Strategic Alliance Announcements of On-line Venture Firms on their Market Value)

  • 이선로;김문주
    • Asia pacific journal of information systems
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    • 제14권1호
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    • pp.1-21
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    • 2004
  • Recently, many internet firms have opted the strategic alliances with other on/off-line firms in order to gain and sustain their competitive advantages. Previous research on market reaction to such alliances, however, shows mixed results. Therefore, the purpose of this thesis is to analyze the announcement effects of the alliances among internet firms in the stock market. Focusing on on-line firms that have been outside the scope of previous research, this study applied the event study methodology and examined the cumulative abnormal returns(CAR) for 245 alliance announcements between October 1998 and May 2002. Further, this study conducted a survey to categorize various types of announcements and 40 usable returns has been analyzed. The notable results from this study include: 1) The strategic alliances announcements do not have statistically positive effects on stock prices of the announcing firms. 2) Contrary to the results of the previous research, the CARs associated with marketing alliances are higher than those with technology alliances. 3) The degree of fitness among firms' disposition, their alliance purpose, and alliance type chosen influences the performance of their alliances.

3D온라인게임을 위한 효율적인 3D게임캐릭터 제작기법 (Introduction to 3D game character production skill for 3D on-line game)

  • 김미진;김재준
    • 한국산업정보학회논문지
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    • 제8권4호
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    • pp.55-63
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    • 2003
  • 게임&멀티미디어산업은 부가가치가 어떠한 산업에 비해도 월등히 높은 고부가가치 산업이고 인터넷의 발달과 더불어 온라인 게임시장의 폭발적인 성장, 가상현실 기술과의 결합에 의한 미래적 첨단기기로서의 가능성 등 그 산업적인 미래가 상당히 밝은 산업이다. 최근 온라인게임은 뚜렷한 수익모델을 갖추면서 PC뿐만 아니라 다른 플랫폼으로 확장되고 있고, 게임산업 전반에 온라인화를 가져옴으로써 큰 변화를 하고 있는 시기이다. 게임을 개발하기 위해서는 여러 가지 요소가 필요하나, 그 중에서도 게임캐릭터는 게임의 전반적인 성격을 시각적인 표현으로 사용자에게 전달 하므로써 좀 더 직접적이고 감각적으로 게임을 접할 수 있게 만들며 마케팅의 관점에서도 초기 판매량에 결정적 요인으로 작용하고 있고 온라인게임의 경우, 초기 유저 확보와 게임의 몰입도에 상당한 영향을 미친다. 본 논문에서는 효율적인 3D게임캐릭터의 제작기법을 제안한다.

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