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A Study on the Establishment of Integrated Health Information Service Model of Public Libraries

  • Noh, Younghee;Baek, Min-Kyung;Ro, Ji-Yoon
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.2
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    • pp.57-75
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    • 2022
  • Currently, it is not easy for most domestic public libraries to collect and provide reliable health information services on their own. Health information is distributed or professional, making it inconvenient for users to use. Based on the implications derived from the case study, the Library Health Information Integration Service Model was proposed as a specialized information service. The model consists of a composition shared by librarians, health and medical experts, and users, focusing on library websites that provide integrated health information integration services, and has the following features. First, it provides health and medical information on a specialized subject. Second, it provides integrated health and medical information services provided in various ways. Third, librarians and health and medical experts work together to provide information services. Fourth, users can freely use health information integration services online and offline. The model presented in this study means that libraries can play a leading role in health information integration services to increase the utilization rate of public libraries and further contribute to librarians serving as experts in health information services.

The development model of PT Visionet Internasional (OVO) in Indonesia

  • Yuhang Xia;Yuming Liu;Myeongcheol Choi;Chuijie Meng;Haanearl Kim
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.125-131
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    • 2023
  • OVO is a digital platform that provides simple payments and smart financial services, as well as one of the largest digital payment platforms in Indonesia. It has wide coverage and security when making payments, and supports multiple settlement currencies. The purpose of this study is to explore the history, business model, and future strategic direction of OVO, an Indonesian e-wallet. To date, OVO has built its own mobile payment ecosystem covering a wide range of consumer scenarios including e-commerce, travel, offline shopping and finance. And it supports mobile banking, online banking, debit cards or selected partner merchants. Its three largest transaction categories are in the transportation, retail and e-commerce sectors. With over 110 million consumers and 1.3 million merchant users, it is one of the dominant e-wallets in Indonesian market and has become the country's e-payment market leader. OVO eWallet's 'One Card' model offers convenience and choice for users, thus contributing to the rapid growth of OVO eWallet. And OVO eWallet competes fiercely with other competitors, but OVO eWallet continues to grow in terms of the number of users and market share. Finally, this study analyzes the strategic goals and plans of OVO eWallet, predicts its future direction. OVO eWallet has a huge success, but there are still competition and challenges to face.

Egocentric Vision for Human Activity Recognition Using Deep Learning

  • Malika Douache;Badra Nawal Benmoussat
    • Journal of Information Processing Systems
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    • v.19 no.6
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    • pp.730-744
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    • 2023
  • The topic of this paper is the recognition of human activities using egocentric vision, particularly captured by body-worn cameras, which could be helpful for video surveillance, automatic search and video indexing. This being the case, it could also be helpful in assistance to elderly and frail persons for revolutionizing and improving their lives. The process throws up the task of human activities recognition remaining problematic, because of the important variations, where it is realized through the use of an external device, similar to a robot, as a personal assistant. The inferred information is used both online to assist the person, and offline to support the personal assistant. With our proposed method being robust against the various factors of variability problem in action executions, the major purpose of this paper is to perform an efficient and simple recognition method from egocentric camera data only using convolutional neural network and deep learning. In terms of accuracy improvement, simulation results outperform the current state of the art by a significant margin of 61% when using egocentric camera data only, more than 44% when using egocentric camera and several stationary cameras data and more than 12% when using both inertial measurement unit (IMU) and egocentric camera data.

The Influence of Risk Management Practices on Operational Performance and Supply Chain Performance: A Moderation Effect of Inflation Rate

  • Ngoc-Hong DUONG
    • Journal of Distribution Science
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    • v.22 no.9
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    • pp.27-38
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    • 2024
  • Purpose: Sustainable economic growth is a top priority for any country, and inflation is crucial in determining future economic circumstances. Few research exists regarding the impacts of risk management practices on performance outcomes in the supply chain with the mediating role of inflation rate. Hence, this study investigates the important role of risk management practices in the context of high inflation rate. Research design, data and methodology: The PLS-SEM model is applied to identify the effects of risk management practices on operational performance and supply chain performance. The author distributed online and offline surveys to administrators at various businesses. After applying the filtration criteria, 309 responses were retained for further data analysis. Results: This research demonstrates that risk management practice is critical and adds to supply chain performance success. Managers should enhance all risk management procedures to regulate and manage hazards in the supply chain. This allows managers to anticipate and identify potential threats with ease, particularly in high inflation rate situation. Conclusions: The outcomes of this study demonstrate how fully implemented risk management practices can improve operational performance and supply chain performance, as well as control the impact of inflation rate.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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Sharing Treatment Information Between Family Members on the Web-based Telemedicine System (웹기반 원격진료시스템에서의 가족간 진료자료공유 알고리즘)

  • Kim Seok-Soo
    • The Journal of the Korea Contents Association
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    • v.5 no.4
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    • pp.141-149
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    • 2005
  • The paper's suggestion is Web based Tele-Medicine System will be open to public, low-budget featuring high quality of extensive medical services. It will keep a log of personal medical history to allow doctors to share information on patients and their families. This will result in the reduction of erroneous diagnosis and ensure successful e-business. On top of this, the new system will provide a solution for membership (client) management. It will combine online and offline medical services and be available 24 hours a day to anywhere users have Internet access, setting itself apart from the existing distance medical services system. Specially, The paper's suggestion is sharing medical treatment information between family members is suggested. This approach makes possible understanding physical constitution and environment between family members, and can result in bringing a faster treatment effect if some family member suffers from a similar disease.

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A Study on the Selection Attributes for Restaurant, Customer Satisfaction, and Recommendation Intention on Traveling Domestic Tourists: Targeting Tourists for Rail-ro Tickets

  • Kim, Ju-Hee;Kang, Kyoung-Ku;Lee, Jong-Ho
    • Culinary science and hospitality research
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    • v.23 no.6
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    • pp.27-35
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    • 2017
  • The purpose of this study was to examine the causal relationship among restaurant selection attributes and customer satisfaction and recommendation tastes for young people in their twenties who use tickets for Rail-ro. Data collection was conducted to utilize questionnaire survey with online and offline distribution. The collected data were analyzed using a statistical program SPSS 21.0 with frequency analysis, reliability analysis, factor analysis, and regression analysis. The results of the study showed that Internet search is the most common source of information about restaurants during the trip, and restaurant choice attributes have an important impact on customer satisfaction, food quality, employee service and reputation, but hygiene did not have a big effect on customer satisfaction. In addition, customer satisfaction has a significant effect on recommendation intention. Concluding the results from this study, it investigated the significant attributes for customers selection of restaurants and provide meaningful advice for market managers to make useful marketing strategies to attract more clients and augment economic benefits.

Dessert Ateliers Recommendation Methods for Dessert E-commerce Services

  • Son, Yeonbin;Chang, Tai-Woo;Choi, Yerim
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.111-117
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    • 2020
  • Dessert Ateliers (DA) are small shops that sell high-end homemade desserts such as macaroons, cakes, and cookies, and their popularity is increasing according to the emergence of small luxury trends. Even though each DA sells the same kinds of desserts, they are differentiated by the personality of their pastry chef; thus, there is a need to purchase desserts online that customers cannot see and purchase offline, and thus dessert e-commerce has emerged. However, it is impossible for customers to identify all the information of each DA and clearly understand customers' preferences when buying desserts through the dessert e-commerce. When a dessert e-commerce service provides a DA recommendation service, customers can reduce the time they hesitate before making a decision. Therefore, this paper proposes two kinds of DA recommendation method: a clustering-based recommendation method that calculates the similarity between customers' content and DAs and a dynamic weighting-based recommendation method that trains the importance of decision factors considering customer preferences. Various experiments were conducted using a real-world dataset to evaluate the performance of the proposed methods and it showed satisfactory results.

The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis (모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.173-184
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    • 2016
  • This research explores strategy for game developers to select platforms in the game industry where are traditional two-sided market focusing on mobile game platforms. We conducted content qualitative analysis by collecting data through contents on online and offline and interviewed four CEO of game developers to secure validity and reliability as well. The results of the research are the following: First, platforms selection factors of game developers are game implementation ability and technical stability, marketing competence of platforms, and profitability creation. Second. the initiative of mobile game platforms has handed over from first generation of mobile games to second mobile games according to their value creation and value capture.

How Facebook Functions in a Social Movement: An Examination Using the Web Mining Approach

  • Cao, Wenny;Cheong, Angus;Li, Zizi
    • Asian Journal for Public Opinion Research
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    • v.1 no.4
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    • pp.268-291
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    • 2014
  • Social media is becoming more and more important in social movements. This study, adopting the web mining approach, attempts to investigate how social media, Facebook in particular, functioned in the "May 25 Protest" and the "May 27 Protest", two movements which broke out in Macao on 25 and 27 May 2014, respectively, against the Retirement Package Bill. In the two protests, Macao residents deployed Facebook to share information and motivated people's participation. Twelve events (181,106 people invited) and 36 groups/pages (41,266 members) related on Facebook were examined. Results showed that the information flow on Facebook fluctuated in accordance with the event development in reality. Multiple patterns of manifestation, such as video of adopted news or songs, designed profile (protest icon), original ironic pictures, self-organized clubs by undergraduates and white T-shirts as a symbol, among others, appeared online and interacted with offline actions. It was also found that social media assisted the information diffusion and provided persuasive reasons for netizens to join the movement. Social media helped to expand movement influence in providing a platform for diversified performances for actions taken in a protest, which could express and develop core and consistent movement repertoire.