• Title/Summary/Keyword: Online marketing

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Open-source robot platform providing offline personalized advertisements (오프라인 맞춤형 광고 제공을 위한 오픈소스 로봇 플랫폼)

  • Kim, Young-Gi;Ryu, Geon-Hee;Hwang, Eui-Song;Lee, Byeong-Ho;Yoo, Jeong-Ki
    • Journal of Convergence for Information Technology
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    • v.10 no.4
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    • pp.1-10
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    • 2020
  • The performance of the personalized product recommendation system for offline shopping malls is poor compared with the one using online environment information since it is difficult to obtain visitors' characteristic information. In this paper, a mobile robot platform is suggested capable of recommending personalized advertisement using customers' sex and age information provided by Face API of MS Azure Cloud service. The performance of the developed robot is verified through locomotion experiments, and the performance of API used for our robot is tested using sampled images from open Asian FAce Dataset (AFAD). The developed robot could be effective in marketing by providing personalized advertisements at offline shopping malls.

The Effect of Perceived Enjoyment and User Characteristics on Intention of Continuous Use of Mobile Social Network Games: Focusing on Mediating Effect of Flow Experience (모바일 소셜 네트워크 게임에 대한 지각된 즐거움과 이용자 특성이 지속적 이용의도에 미치는 영향: 플로우 경험의 매개효과를 중심으로)

  • Youm, Dongsup
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.415-425
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    • 2017
  • The purpose of this study is to examine the effect of perceived enjoyment and user's characteristics on the intention of continuous use when users play social network games on a mobile device. In addition, the study empirically investigated the mediating effect of flow experience in this process. To fulfill the purpose, this study conducted a survey on 244 college students and collected data. When the collected data was analyzed, the followings were known. First, perceived enjoyment, and both self-efficacy and innovation propensity of user's characteristics turned out to have a positive (+) effect on the intention of continuous use in mobile social network game. Second, in the process, it was known that flow experience played a mediating role. These findings are expected to be useful data in developing game contents of high quality or making a marketing strategy for continuous improvement of online social network game industry. In addition, future studies are expected to generalize the research to various age groups.

A Behavioral Study of Cyworld Mini Homepage Users' Fashion Consciousness and Their Online Clothing Purchase Patterns in Relation to the Level of Self-disclosure (싸이월드 미니홈피 사용자의 자기노출 정도에 따른 패션 의식 및 온라인 의복 구매행동 연구)

  • Kim, Yeon-Ji;Kim, Chil-Soon
    • The Research Journal of the Costume Culture
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    • v.18 no.5
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    • pp.991-1002
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    • 2010
  • Nowadays, personal media is a new tool for communication as digital cameras and mobile phones are developing rapidly. We are concerned over Cyworld users who could have different personal characteristics which will influence on buying patterns in on line shopping behaviors. The purpose of this research was to observe fashion attitudes and purchase behavior of Cyworld mini homepage users, for establishing marketing strategies by understanding consumers. For this study, one line survey was used for 500 male and female subjects who are 20 to 40 years old. Only reliable 441 questionnaires were used for analysis. The SPSS program was used for frequency, K-means cluster, t test, and chi-square test. A total of 441 respondents were clustered on the basis of 8 item self-disclosure scale, using the K-means procedures. The results indicated that respondents were clustered into two segments; 267 respondents(active attitude towards self-disclosure) and 164 ones(not active). We examined fashion attitudes in mini home page and buying behavior by self-disclosed variable. Those who are involved actively in self expression and self-disclosure considered more fashion style and trend. The major motivates of web surfing was finding a good design, and good price. High self-disclosure group tends to search many shopping mall for right design and low self disclosure group tends to search them for the right price. High self-disclosure group tend to shop the fashion products more, while low self disclosure group tend to purchase books more through the internet. We realized that active group in self-disclosure purchased their clothing accidently when they visit Cyworld.

Consumer characteristics of Body Mass Index groups, and the effect of body satisfaction and self-esteem on the involvement in dieting among females aged 25-49 years (25-49세 여성의 Body Mass Index 수준에 따른 소비자 특성과 신체만족도 및 자아존중감이 다이어트 관여도에 미치는 영향)

  • Jeong, Su-mok;Yoh, Eunah
    • The Research Journal of the Costume Culture
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    • v.28 no.5
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    • pp.591-606
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    • 2020
  • The aim of this study is to explore diverse characteristics of females aged 25 to 49 years grouped according to Body Mass Index(BMI), and to investigate the effect of body satisfaction and self-esteem on involvement in dieting within each BMI group. In total, 549 females who participated in an online survey were divided into groups based on BMI(underweight, normal, and overweight). Results demonstrated three key factors, as follows. First, differences were identified among BMI groups according to demographic characteristics(age, household income, and marital status), although no difference according to education level was found. Second, differences according to BMI groups were found in body satisfaction and involvement in dieting, whereas were not found in self-esteem. Third, model testing for each BMI group showed, a positive correlation between body satisfaction and self-esteem in all three groups. However, there was a difference in causal relationships among variable across BMI groups. Body satisfaction negatively affected and self-esteem positively affected involvement in dieting for the underweight and normal groups, whereas there was no causal relationship between variables in the overweight group. Based on these results, basic information of groups segmented by the level of BMI was obtained, which could be used for both academic and practical implications.

Payment Settlement Framework for Exporting Real-Time Online Financial Solution (실시간 온라인 금융솔루션 수출을 위한 지급결제프레임워크)

  • Bae, Huynki;Ahn, Yunji;Park, Kwangho
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.40 no.4
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    • pp.55-66
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    • 2017
  • Korean small and medium sized software companies have tried to export their solutions or services to overseas markets. In 2016, exports of the software industry increased by 6.0% from the previous year, and the value added of the industry was 2.2 times higher than that of the manufacturing industry. From a long-term perspective, it is important to secure a global competitive advantage in order to sustain the export high value-added of the software industry. The obstacles to entry into the overseas market of small to medium enterprises are as follows: first, difficulty in product development and localization of marketing; second, lack of investment for overseas expansion; and finally, competitiveness of software technology. In particular, To overcome such obstacles, Korean small and medium sized software companies should increase the technical perfection and secure software export competitiveness. The paper presents a payment settlement framework enabling adaptive reuse and semiautomatic development of global payment settlement services. The quantitative and qualitative evaluation results are presented with domestic and overseas case studies as follows: Firstly, semi-automatic development is realized successfully by applying the framework. Secondly, it is possible to maintain consistent quality of software and to deliver maintenance services without relying on the internal human resources. Thirdly, it is possible to reduce the project duration of the same development cope to less than 50% by applying the framework. Finally, because it is based on BPMN 2.0, which is a high level design diagram, it is expected that it will be easy to implement through components connection and reduce difficulties in technology transfer and localization. Also, at the time of runtime operation, it will be effective to understand the design idea easily and to carry out additional developments without human resource who participated in the initial project.

Utilization of Mobile New Media based on Video Curation (동영상 큐레이션 기반 모바일 뉴미디어의 활용)

  • Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.6 no.2
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    • pp.51-56
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    • 2020
  • In this paper, we developed a mobile new media solution that enables e-commerce shopping mall operators, band operators, and YouTube creators to create synergies in online and offline promotion by posting related video contents on the media in addition to their own videos. By providing videos in the field of the platform without directly searching for them, it is possible to provide users with a new type of marketing means that can promote their platform while providing interest and information. Prospective creators at home and abroad who produce video can upload their own video in addition to YouTube and afreeca TV, such as the open market for video, and use independent and free charging systems to manage independent customer relationship management(CRM), self-branding, and content management. It will be possible to utilize mobile-based new media equipped with a system.

Exploring Undergraduate Education of Industrial Engineers:Result of Survey for Graduates with Industrial Engineering Degree (산업공학 학부교육의 탐색:졸업생 설문조사 결과를 중심으로)

  • Park, Yang-Byung;Rim, Suk-Chul;Hong, Sung-Jo;Kim, Kwang-Jae;Yun, Myung-Hwan;Kim, Jong-Hwa;Lee, Deok-Joo;Cho, Nam-Wook;Suh, Young-Bo
    • IE interfaces
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    • v.20 no.1
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    • pp.1-10
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    • 2007
  • The main purpose of this research is to find out whether curriculums of industrial engineering (IE) departments meet the demand of IE graduates working in various fields. The research was conducted as an online questionnaire survey selecting IE Graduates working in industries as practising engineers. 1,324 participants were validated among 1,477 participants. 13 fields were selected and used in the survey. Those were; 1) Mathematical statistics, 2) Computer, 3) Purchase, 4) Production system, 5) Logistics, 6) Marketing, 7) Monetary, 8) Experiment methods, 9) Operations Research (OR), 10) Human Factors, 11) Quality, 12) Engineering management, and 13) Information systems. Using the 5-scale Likert rating, each education subject was assessed both in terms of its usefulness in practices and the amount it being taught in school. As a result, courses such as motion/time study, linear programming that IE has traditionally focused showed less usefulness in practices while it is taught in relatively large amount in schools. However, courses such as 6 sigma, CRM which are closely related to industrial practices showed high usefulness in practices compared with low degree of teaching in school. This was the first ever large scalesurvey conducted for IE graduates in Korea. The result of survey displayed many helpful information on current status and future direction of IE education in Korea.

The influence of Instagram's posts information attributes on acceptable intentions and word of mouth effect: focusing on college student in South Korea and the United states (인스타그램의 게시글 정보특성과 수용의도 및 구전효과의 영향관계 연구: 한국, 미국 대학생을 중심으로)

  • Park, Se-June;Cho, Seung-Ho
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.115-128
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    • 2015
  • As generation of Web 2.0 comes in, enormous information of corporation from various platform are being produced. However, corporations should understand features of each platform and appropriate strategies in order to attract the public in the midst of such flood of information. Numerous studies have been conducted regarding SNS which has grown rapidly in recent but a study relating a specific medium is relatively in short. So this study analyzed how information of Instagram bulletin board is accepted in perspective of consumer in Korean and America, We examined the relationship between intention of acceptance and Word Of Mouth effect through meditating effect of information usefulness. To answer the research question, we conducted online survey with Korean and USA college students. The result showed that usefulness of the information was shown to the major intermediary variable between the information characteristics of bulletin board and the intention of acceptance intention and Word Of Mouth(WOM).

A Comparison on the Factors Influencing Customer Values in Electronic Commerce between Korea and China (전자상거래 고객가치 요인의 한·중 비교)

  • Lee, Hyun-Kyu;Han, Jae-Ho
    • The Journal of Information Systems
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    • v.21 no.4
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    • pp.155-183
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    • 2012
  • Means-Ends Network model was used to identify factors of means objective(means supplied by vendor) and fundamental objectives(purchasing motivations) for purchasing decision-making structure and dimensions of customer values on purchasers of internet shopping mall in Korea and China. In Means-Ends Network 6 factors(shopping travel, shipping assurance, vendor trust, online payment, product choice, and recommender systems) were found as a means objectives and 3 factors(shopping convenience, internet environment, customer support) as a fundamental objectives of shopping. However the results of hypotheses test for Means-Ends Network show some important differences between two countries. Something important to notice here is that Chinese customers shopping in China recognize shipping assurance factor and vendor trust factor as important factors satisfying all fundamental objectives unlike as in the case of our country. As these two factors are attribution factors responsible to the sellers, it is identified that customers do not trust the sellers and sellers have not met the expectations of customers. Therefore, these results show that the seller efforts assuring the reliability of the seller themselves, such as conducting its own compensation scheme are more important rather than the establishment of the guarantee institution to guarantee reliability and delivery assurance of sellers and implementation of legal and institutional apparatus such as the settlement of e-commerce licence system. Though this study presents such an important marketing implications, it can be pointed out that the limits are this research was done on the general Internet shopping malls without considering the Internet shopping mall types of diversity, the survey was designed around the student samples for convenience of the investigation because it was an international survey and the collected data has been limited to the western coast cities, such as China's Beijing, Shanghai, and Dalian.

A Study on App Factory Design for Improving App Development Software Productivity (앱 개발 소프트웨어 생산성 향상을 위한 개발 자동화 설계에 대한 연구)

  • Chang, Younghyun
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.1
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    • pp.35-41
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    • 2017
  • Smart phone based IT support programs are faced with difficulties due to the following reasons first, long development period is required as separate developments are necessary respectively depending on the operating system of Smart phone second, it is also difficult to secure high development cost for the outsourcing of the development. It is a big problem for improving app developing productivity. Smart App Factory which is suggested in this thesis is the business strategy to surpass the Android market of Google and App Store of Apple within short period of time based on App productivity of Smart App Authoring Tool and to accomplish the materialization of App market which is in the 1st global position and all potential customers who need programs for their works regardless of budget, scope, complexity and scale will be implemented by unfolding unprecedented low price policy and global online marketing activities for App development.