• Title/Summary/Keyword: Online to offline service

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A Study of Relationship between Dataveillance and Online Privacy Protection Behavior under the Advent of Big Data Environment (빅데이터 환경 형성에 따른 데이터 감시 위협과 온라인 프라이버시 보호 활동의 관계에 대한 연구)

  • Park, Min-Jeong;Chae, Sang-Mi
    • Knowledge Management Research
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    • v.18 no.3
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    • pp.63-80
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    • 2017
  • Big Data environment is established by accumulating vast amounts of data as users continuously share and provide personal information in online environment. Accordingly, the more data is accumulated in online environment, the more data is accessible easily by third parties without users' permissions compared to the past. By utilizing strategies based on data-driven, firms recently make it possible to predict customers' preferences and consuming propensity relatively exactly. This Big Data environment, on the other hand, establishes 'Dataveillance' which means anybody can watch or control users' behaviors by using data itself which is stored online. Main objective of this study is to identify the relationship between Dataveillance and users' online privacy protection behaviors. To achieve it, we first investigate perceived online service efficiency; loss of control on privacy; offline surveillance; necessity of regulation influences on users' perceived threats which is generated by Dataveillance.

A Study on Store Switching Behavior of College Students in On/Offline Apparel Store

  • Chung, Youngju
    • Journal of Fashion Business
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    • v.18 no.3
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    • pp.1-13
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    • 2014
  • This study investigated the store switching behavior of fashion stores targeting college students. A random sample of college students completed a questionnaire that contained measurements of store property, relationship quality, switching intent of store, preference of on/offline store, purchase of brand/non-brand product and monthly clothing expenses. The factors extracted as switching behavior of on/offline fashion store are store property, relationship quality and switching intent of store. Dimensions of store switching behavior in online shopping mall is revealed to be composed of diversity/ easy to search, store reliability, home page layout, sales promotion, reliability, commitment and switching intent of store. Also those of offline store is revealed to be composed of store comfort/salespeople service, product diversity, store location, product price, reliability, commitment and switching intent of store. The significant differences were found between store switching behavior of college students by preference of on/offline store and purchase of national brand/non brand. It is expected that this results can be used as a basic material for further study and setting up the fashion retailing strategies in fashion store for selling non brand products.

Resource Management for O2O based Coach Matching (O2O기반 코치 매칭을 위한 자원관리)

  • Kim, Jiyeon;Kim, Jae Chul
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.318-320
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    • 2022
  • The people who is returning to the community after hospital treatment are faced with the choosing where to proceed with rehabilitation exercise with an appropriate exercise specialists based on the current health condition of them. It is required to supprot a personalized exercise rehabilitation service (hereinafter referred to as ARES system) in the community based on individual disease information and health conditions based on hospital clinical data. In this study, we designed a resource management system for online-to-offline (O2O) based coach matching to improve accessibility with facilities and coaches for exercise rehabilitation in the community.

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Developing a Measurement Scale for User Evaluations of Internet Portal Sites (인터넷 포털 사이트에 대한 사용자 평가측정 도구의 개발)

  • 김현경;이문규;김해룡
    • The Journal of Society for e-Business Studies
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    • v.6 no.3
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    • pp.127-148
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    • 2001
  • As the Internet service is expanding rapidly, portal sites, a gateway tn the net, are attracting increasing attention these days. As the Internet service has expanded rapidly, so has the interest for portal sites,, which serve as a gateway to the net. Despite the tendency, however, research on a measure by which to evaluate the quality of portal sites or development of such measures has not been fully pursued. As online services, faced with profitability, are considering 'charge per view', the development of a set of quality evaluation measures for portal services will prove to become a valuable instrument in constructing competitive strategies that are vital for survival and growth of a firm. In that regard, this study aims to develop a set of evaluation measures for Internet portal sites by empirically investigating the most common offline measures for quality of services, SERVQUAL, retail SERVQUAL and other evaluation measures for IT-related online services. Moreover, the study offers the strategic implications of the defined measures.

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Offline Friend Recommendation using Mobile Context and Online Friend Network Information based on Tensor Factorization (모바일 상황정보와 온라인 친구네트워크정보 기반 텐서 분해를 통한 오프라인 친구 추천 기법)

  • Kim, Kyungmin;Kim, Taehun;Hyun, Soon. J
    • KIISE Transactions on Computing Practices
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    • v.22 no.8
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    • pp.375-380
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    • 2016
  • The proliferation of online social networking services (OSNSs) and smartphones has enabled people to easily make friends with a large number of users in the online communities, and interact with each other. This leads to an increase in the usage rate of OSNSs. However, individuals who have immersed into their digital lives, prioritizing the virtual world against the real one, become more and more isolated in the physical world. Thus, their socialization processes that are undertaken only through lots of face-to-face interactions and trial-and-errors are apt to be neglected via 'Add Friend' kind of functions in OSNSs. In this paper, we present a friend recommendation system based on the on/off-line contextual information for the OSNS users to have more serendipitous offline interactions. In order to accomplish this, we modeled both offline information (i.e., place visit history) collected from a user's smartphone on a 3D tensor, and online social data (i.e., friend relationships) from Facebook on a matrix. We then recommended like-minded people and encouraged their offline interactions. We evaluated the users' satisfaction based on a real-world dataset collected from 43 users (12 on-campus users and 31 users randomly selected from Facebook friends of on-campus users).

Suggestion on Modified Models of Service Blueprint for Product-Service System (제품-서비스 시스템을 위한 서비스블루프린트 수정모형의 제안)

  • Lee, Eun Sol;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.3
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    • pp.69-84
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    • 2017
  • Service blueprint is used to show the interaction between each service element at a glance and to understand the flow of the whole service centering on the customer at the stage of proposing a new service system. It was proposed in the 1980s before online business was developed. However, current services are changing in a way that provides various forms and channels, and the service blueprint seems to be not enough. To reflect this problem consciousness, we selected PSS among diversified service business models and propose a service blueprint type optimized for each business. After collecting 137 PSS cases to be used in the research, we made a business matrix and classified the cases and selected two representative cases to conduct two experiments. As a result, six types of service blueprint corresponding to the matrix could be derived: online service type, online remote support type, self rental type, online order type, traditional type, and offline support type. The validity of the proposed types of service blueprint was verified to confirm the suitability of those types.

Study of Measures to Expand Mobile Payment by Enhancing the Payment Infrastructure for Merchant : Focus on Bluetooth Low Energy(BLE) Technology (가맹점 결제 인프라 개선을 통한 모바일 결제 확대 방안 연구 : 블루투스(BLE) 기술 중심)

  • Bok, Joonghyo;Kim, Byungsu;Gim, Gwangyong
    • Journal of Information Technology Services
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    • v.16 no.4
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    • pp.33-46
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    • 2017
  • Increasing popularity of smartphone is creating many changes in payment market sector also. The new fin-tech and simple mobile payment service have provided convenience as well as various benefits and value-added services to create new payment culture. However, the infrastructure of offline shops is too poor for users to use the simple mobile payment services in Korea. There are several reasons why the support of simple mobile payment services by offline shops has reached the limit in Korea. They include the reluctance of shop owners due to highly priced devices, the failure of NFC of the leading offline payment infrastructure to support iOS, the services that are biased to the specific manufacturers and smartphones (Samsung Pay and LG Pay), prefer large shops (SSG Pay and L PAY), and focus on online transactions. This study used the Bluetooth technology that is the standard feature built in all smartphone to expand the offline shops that accept the simple mobile payment services ensuring universality and scalability from the convenience of customer's and service provider's aspects. Applying the same payment scene as the existing NFC payment method from the user's aspect and the Bluetooth technology from the service provider's aspect enables support of all smartphones and offering value-added services such as electronic receipt and promotions through the large-capacity bidirectional data transfer. This study is intended to review the simple mobile payment services in Korea and other countries, propose the simple mobile payment service model for Korea by analyzing the Bluetooth technology and preceding studies of payment services using BLE technology, and develop the pilot system using the BLE technology to verify the proposed system with actual shops.

Implementation of O2O Service for Arcade Games using NFC (NFC를 이용한 아케이드 게임의 O2O 서비스 구현)

  • Choi, Seung-Beom;Ko, Il-Ju;Noh, Youngha
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.57-68
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    • 2016
  • Traditional market for arcade game is downsized due to limited offline services. This paper suggests O2O service which is a combination of NFC technology and traditional arcade game. O2O service available by installing NFC tag in the gaming machines and operating by smartphone. This allows convenient payment service along with continuity of gameplay. Furthermore applying ranking, statistics and replays will vitalize communities such as fan clubs and highlight local rankers into popular gaming stars. Offline gallery can be expanded to online via O2O service. Local stars and online gallery will lead arcade gaming platform to E sports. This paper covers servers and applications regarding O2O service in addition to their functions and expected outcome.

Artificial Intelligence (AI) and Blockchain-based Online Payments in the Global World

  • Ahlam Alhalafi;Prakash Veeraraghavan;Dalal Hanna
    • International Journal of Computer Science & Network Security
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    • v.24 no.3
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    • pp.1-11
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    • 2024
  • Payment systems are evolving, and this study examines how blockchain and AI improve online transactional security and service quality. The study examines micro and macro payment systems, compares online, and offline methods all over the world. The study also examines how blockchain and AI affect payment system security, privacy, and efficiency globally and rapidly digitizing economy. Digital payment methods are growing all over the world with high literacy and digital engagement, but they face challenges. The research highlights cybersecurity threats and the need to balance user convenience and security. It suggests blockchain and AI improve online payment services, supporting the policies for different countries. In this extensive research survey, we compare and evaluate the strengths and weaknesses of various payment systems, their practicality, and their robustness. This study also examines how technological innovations and payment systems interact to reveal how blockchain and AI could transform the financial sector. It seeks to understand how technology-enhancing service quality can boost customer satisfaction and financial stability in the digital age. The findings should help policymakers, financial institutions, and technology developers optimize online payment systems for a more secure and efficient digital economy.

Research on how to promote fashion brands in the e-commerce era - Focusing on the work of a fashion PR agency - (e-커머스 시대 패션브랜드 홍보 방법에 관한 연구 - 패션홍보대행사 업무를 중심으로 -)

  • Song Ae Park
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.2
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    • pp.17-29
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    • 2023
  • The digital environment, which has been rapidly developing since the beginning of the 21st century, has become more specific due to COVID-19, and marketing strategies are rapidly changing to suit purchasing activities of Generation MZ, whose online purchases are becoming the center of their lives. A public relations agency is generally responsible for all aspects of making a client's product or service visible to the public through various forms of media. Among them, a company that performs only fashion-related tasks is called a "fashion PR agency". Now, the fashion industry is also centered on the e-commerce environment, and various digital marketing strategies have been developed and directly related to sales. This study examined the current status of online media and digital marketing, analyzes the aspects of fashion brand promotion strategies and methods in the e-commerce era, focusing on the work of fashion PR agencies, and suggests the direction of new online and offline promotion methods based on marketing and technological aspects. As a result of the study, first, theories on strategies for online media and digital marketing were examined, and found that the amount of online promotion has recently increased and become more specialized. Second, this study examines the concept of fashion PR agencies and analyzed their main tasks through interviews with fashion PR professionals. Third, based on successful online fashion promotion cases, the study analyzed fashion promotion strategies and methods that are being integrated online and offline in the e-commerce era. The main methods included SNS strategy, content strategy, performance strategy, influencer strategy, and event strategy, and it is suggested that integrated management is necessary for consistent brand image management, and an IMC (Integrated Marketing Communication) strategy, which intensively manages all strategies, should be employed.