• Title/Summary/Keyword: Platform Strategies

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Chatting-based Commerce Platform Enabling Non-Volatile Social Curation Service (비휘발적 소셜 큐레이션 서비스가 가능한 대화형 상거래 플랫폼 개발)

  • Yoo, Keedong
    • The Journal of Society for e-Business Studies
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    • v.23 no.3
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    • pp.145-157
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    • 2018
  • The social curation service that selectively provides information generated by individuals or groups with the same interests can have a synergistic effect when combined with the recently used SNS-based chatting function. If these kinds of chatting-based curation technologies are applied to the Internet shopping malls, particularly, buyers can obtain more reliable information in real time basis, and sellers can provide them with more differentiated and rich information in a continuous manner. This research suggests a chatting-based commerce platform that provides the social curation service based on chats among sellers, existing buyers, and potential buyers. The proposed commerce platform can organize a chat channel for each store and product not only to immediately respond to new and existing customer inquiries about stores, brands, and detailed products, but also to continuously activate differentiated sales strategies to customers subscribed to the channel. In particular, MongoDB is used to permanently save and archive the information and chatting history of each channel, so that the buyer can search and refer to them recorded in the corresponding channel at any time.

Smart Space based on Platform using Big Data for Efficient Decision-making (효율적 의사결정을 위한 빅데이터 활용 스마트 스페이스 플랫폼 연구)

  • Lee, Jin-Kyung
    • Informatization Policy
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    • v.25 no.4
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    • pp.108-120
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    • 2018
  • With the rise of the Fourth Industrial Revolution and I-Korea 4.0, both of which pursue strategies for industrial innovation and for the solution to social problems, the real estate industry needs to change in order to make effective use of available space in smart environments. The implementation of smart spaces is a promising solution for this. The smart space is defined as a good use of space, whether it be a home, office, or retail store, within a smart environment. To enhance the use of smart spaces, efficient decision-making and well-timed and accurate interaction are required. This paper proposes a smart space based on platform which takes advantage of emerging technologies for the efficient storage, processing, analysis, and utilization of big data. The platform is composed of six layers - collection, transfer, storage, service, application, and management - and offers three service frameworks: activity-based, market-based, and policy-based. Based on these smart space services, decision-makers, consumers, clients, and social network participants can make better decisions, respond more quickly, exhibit greater innovation, and develop stronger competitive advantages.

Strategy for Building Smart City as a Platform of the 4th Industrial Revolution (제4차 산업혁명 플랫폼으로서의 스마트 시티 구축 전략)

  • Park, Young Jae
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.169-177
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    • 2019
  • The city is experiencing various problems such as traffic congestion, environmental pollution, urban crime, and faces the limit of growth. Recently, various attempts to build a Smart City have been spreading around the world, in order to solve these problems. Smart City is attracting attention as the core platform of the future city with the $4^{th}$ industrial revolution. However, various definitions of smart city are mixed, and the methods and strategies for implementing smart city are changing or evolving due to the development of technology and the experience during that time. This study summarizes the definition of various smart city through literature review and suggests smart city building strategy that enables sustainable growth of cities as a platform of the $4^{th}$ industrial revolution era.

The Models for the Dynamic Brand Value of Content Producers in the Online Platform (온라인 컨텐츠 제작자의 동태적 브랜드 가치 분석 모형)

  • Son, Jungmin;Lee, Junseop
    • Journal of Convergence for Information Technology
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    • v.12 no.5
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    • pp.92-99
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    • 2022
  • This study show the empirical results and the models that explain the content creator's personal brand value in the user-generated content platform. Producer's brand value performance could have enhancement and dilution by their activities for the long-term and repetitive change. Therefore, for the measure and analysis, the models have to catch the effect from producer's the diverse activities. This study would find the guideline by competitive analysis between (1) the impact of in-group user's self-motivated participation and (2) the impact of the social links from the outside platform. Based on the analysis results, producer's creation activity as focused on the specific and professional category increase their brand value for the long-term. However, producers would have to upload diverse category, after users are bored to their similar videos' as before. These empirical results would be a guidelines to the content management strategies for producers and the platform.

A Study on the Development of Game Platform in Web 3.0: Focused on P2E, C2E Models (웹 3.0에서의 메타버스 플랫폼 발전 방향에 대한 연구: P2E, C2E 모델을 중심으로)

  • Hyo Won Moon;Seon Bin Lim;Hee Dong Yang
    • Journal of Information Technology Services
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    • v.22 no.1
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    • pp.75-93
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    • 2023
  • The game industry has grown not only by combining them with various technologies also introducing new types of business models such as P2P, F2P, and P2W. Furthermore, games which implemented X2E model with blockchain technology are recently in the spotlight of the public attention. As domestic game companies have also prospect the blockchain games feasible, they are seeking ways to expand their global market share by strengthening the X2E model. Hence, by carrying this new business model out, it is expected to diversify their global revenue stream, which was previously confined to Asia region. This study analyzed the case of companies that have implemented the P2E and C2E models in order to suggest the direction of development for the game platform in Web 3.0 era. The cases of P2E game platform, which constitute of Axie Infinity and Mir 4, encompass the compensation structure, the stabilization mechanism of the in-game token economy, and future strategies regarding blockchain gaming. Likewise, the platform structure, business model, and future growth potential was discussed in terms of C2E scheme, focusing on the ZEPETO and Roblox cases. Based on the above case analysis, this study attempted to provide information on the current limitations and development directions of the P2E and C2E platforms. The current limitations in legal and industrial aspects should be addressed to facilitate the blooming of blockchain and P2E game industry. In addition, the necessity of not only social support also improvement on the technology and social stigma of full-time creators is ought to be emphasized in an effort to encourage the development of C2E platforms.

Mediating Effect of Information Sources and Platform Characteristics in E-commerce: A Comparison between Korea and China

  • Da-Sol Lee;Je-Man Boo
    • Journal of Korea Trade
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    • v.26 no.7
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    • pp.185-202
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    • 2022
  • Purpose - As overseas direct purchase transactions using e-commerce increase, the scale and scope of international trade are diversified, and the transaction volume using online platforms in e-commerce is increasing. The e-commerce market share will become more important because it is not only a medium connecting B2C, but also because it will expand the scope of trade. This study aims to reveal the factors that influence purchase intention according to Korean-Chinese consumers in e-commerce. In addition, the study has comprehensively confirmed the influence between each factor in the e-commerce environment by integrating and analyzing the characteristic factors of online information sources and platforms in one structural equation. Finally, the study confirmed that there is a significant difference in the influence relationship between Korean and Chinese consumers. Through this, the study will contribute to content production in the e-commerce market according to the target market and the expansion of the mutual entry of Korea and China. Design/methodology - This study aims to confirm the mediating effect of the details of the online information source characteristics and platform characteristics when the perceived quality affects purchase intention. It is confirmed that the factors affecting Korean and Chinese consumers differ. Findings - It was confirmed that differences exist according to the group of Korean or Chinese consumers for the entire research model. In the case of Korean consumers, the mediating factors when perceived quality affects purchase intention are expertise, reliability, entertainment, informativity, and convenience; in the case of Chinese consumers, the factors are expertise and informativity. Originality/value - This study proved that Korean and Chinese consumers cannot be regarded as having the same characteristics, and therefore, strategies aimed at each e-commerce market should be differentiated. In addition, although previous studies on online information sources and platform characteristics were not integrated, this study confirmed a significant influence relationship among the factors that could affect purchase intention in the actual e-commerce environment.

Analysis of Loan Comparison Platform User's Default Risk (대출중개 플랫폼별 고객의 채무불이행 리스크 비교)

  • SeongWoo Lee;Yeonkook J. Kim
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.2
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    • pp.119-131
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    • 2024
  • In recent years, there has been a significant growth in loan comparson services offered by fintech platforms in South Korea. However, it has been reported that loan comparison platform users tend to have a higher risk of default compared to non-users. This paper investigates the difference in platform-specific credit risk factors using survival analysis models - Kaplan-Meier curves and Accelerated Failure Time (AFT) model. Our findings show that, relative to non-users, users of loan comparison platforms are characterized by elevated default rates, a greater propensity for home ownership, lower credit scores, and shorter loan durations. Furthermore, our AFT models elucidate the variance in default risk among the various loan comparison service platforms, highlighting the imperative for customized strategies that address the unique risk profiles of customers on each platform.

Impact of consumer-oriented OTT service value on OTT platform selection through consumer perception (소비자 중심의 OTT 서비스 가치가 소비자 인식을 통해 OTT 플랫폼 선택에 미치는 영향)

  • Lee, Sin-Bok;Noh, Hyeyoung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.851-860
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    • 2024
  • This study analyzes the impact of online streaming services, particularly Over The Top (OTT) services, on consumer media consumption patterns in the digital age. It examines how consumer-centric service values affect OTT platform choice, consumer satisfaction, and brand loyalty, focusing on various factors such as content diversity, ease of use, affordability, brand awareness, and personalized services. The findings reveal that content diversity, ease of use, and affordability are significant factors positively influencing consumer satisfaction and brand loyalty, thereby motivating OTT platform selection. Contrary to expectations, personalized services did not have a significant impact. This research provides critical insights for OTT service providers to enhance consumer-centric values and develop competitive service strategies.

The Current Status of 3D Printing Use in Fashion Industry and Utilization Strategies for Fashion Design Departments (패션 산업 내 3D 프린팅 사용 현황 및 패션디자인과 내의 활용방안)

  • Jeong, Hwa-Yeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.3
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    • pp.245-260
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    • 2016
  • This study explored cases of 3D printing utilization in domestic and overseas fashion industries, and presented utilization strategies for fashion design departments in universities in future by grasping characteristics of newly appearing distribution types through 3D printing. Cases of producing costumes using 3D printing in fashion industry comprised a bikini using the material of Nylon12 that continuum fashion demonstrated, innovative 3D costumes by Iris Van Herpen, Tweed Suit using the material that Chanel manufactured with 3D printing technology, but they were limited to experimental fashion works due to limitations of 3D printer material and printing size. On the other hand, in fashion accessories, with jewelry and shoes at the head of the list, MCM and Kipling also demonstrated bags using this technology, and Elvis Pompilio and Gabriela Ligenza demonstrated 3D printing hat products as well. Except the above, as in glasses and neckties utilizing 3D printing, owing to reduced limitations of time, size and material, 3D printing was found to be utilized in fashion accessories other than costumes. Recently there has been a new consumption and distribution structure coming up focusing on 3D printing technology. That is, in overseas countries, content platforms sharing products modeled by oneself has rapidly appeared, and in our country as well, funnypoly, a 3D content platform appeared in 2015. The appearance of these new types of distribution structures means that the common people can produce design contents, and we believe that it may bring about a change in the traditional way of distribution structure. To walk in step with this change, it is believed that it is necessary for fashion design departments to raise college faculty members who can educate 3D printing, develop curriculum to educate 3D printing, and develop experiential programs connected with middle and high schools.

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Current Status and Invigoration Plans for the Business Innovation Platform for SME Informatization based on Cloud Computing Technology (클라우드를 이용한 경영혁신플랫폼 기반 중소기업 정보화 지원 사업 현황과 활성화 방안 연구)

  • Han, Hyun-Soo;Kim, Kiho;Yang, Hee-Dong
    • Information Systems Review
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    • v.18 no.1
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    • pp.41-55
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    • 2016
  • This empirical study discusses the current status and future directions of the SME informatization project based on cloud computing technology. Launched by the Korea Technology and Information Promotion Agency for SMEs in 2013, the project started with the exemplar support of seven cooperatives in the industry. Currently, understanding past usage patterns and user expectations is imperative in developing future strategies and implementation plans. We determined that user satisfaction and expectations are different between the generic basic solutions and the industry-specific solutions embedded in the industry-specific business processes. We propose several strategies on how to coordinate market concerns about government invention on the cloud software market and government support to invigorate the use of computer systems among SMEs.