• 제목/요약/키워드: Product service system

검색결과 686건 처리시간 0.029초

포스트 코로나19 언택트 시대 대응을 위한 AI 챗봇 구축방법에 관한 연구 (A Study on the Method of Implementing an AI Chatbot to Respond to the POST COVID-19 Untact Era)

  • 정천수;정지환
    • 한국IT서비스학회지
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    • 제19권4호
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    • pp.31-47
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    • 2020
  • Recently, as the COVID-19 has spread and prolonged worldwide, the 'Untact' society is becoming routinized, and various smart technologies are leading to the spread of the 'Ontact' culture. This is because the desire of consumers to purchase a product and use the service has increased while minimizing the direct contact. In order to quickly respond to this circumstance, the percentage of the companies which are adopting Chatbot in various fields such as orders, delivery, and inquiries is increasing and they are getting a positive result. However as the demand for building Chatbot increases dramatically, there are many confusions among the companies which want to introduce Chatbot to their system, due to the lack of professional technicians and difficulties in understanding AI technologies and how to build them effectively. I believe that in the post COVID-19 era, much more companies will adopt Chatbot, and this will intensify the problem. The purpose of this study was to derive the needs for a guide on the method of buiilding a Chatbot through considering the prior research on Chatbot and analysis of the recent surge in the use of Chatbot services related to COVID-19. There are implications to presenting 5 phases of universal Chatbot implementation methodology using the platform to the stakeholders who want to introduce Chatbot to their customer so that they can understand and build Chatbot more easily and use AI Chatbot actively in response to the POST COVID-19 era.

특허정보를 활용한 분산형 에너지 기술융합 네트워크 분석 : 대구지역을 중심으로 (Network Analysis of Technology Convergence on Decentralized Energy by Using Patent Information : Focused on Daegu City Area)

  • 한장협;나중규;김채복
    • 산업경영시스템학회지
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    • 제39권3호
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    • pp.156-169
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    • 2016
  • The objective of this study is to investigate patent trends of Daegu city which tries to introduce environment friendly energy and to develop new technology or new industry sprung from technology convergence on smart decentralized energy technology and other technologies. After applying network analysis to corresponding groups of technology or industry convergence, strategy for future energy convergence industry is provided. Patent data applied in Daegu city area are used to obtain research goal. The technology which contains several IPC codes (IPC Co-occurrence) is considered as a convergence technology. Path finder network analysis is used for visualizing and grouping by using IPC codes. The analysis results categorized 13 groups in energy convergence industry and reclassified them into 3 cluster groups (Smart Energy Product Production Technology Group, Smart Energy Convergence Supply Technology Group, Smart Energy Indirect Application Technology Group) considering the technical characteristics and policy direction. Also, energy industry has evolved rapidly by technological convergence with other industries. Especially, it has been converged with IT industry, and there is a trend that energy industry will be converged with service industry and manufacturing industry such as textile, automobile parts, mechanics, and logistics by employing infrastructure as well as network. Based on the research results on core patent technology, convergence technology and inter-industry analysis, the direction of core technology research and development as well as evolution on decentralized energy industry is identified. By using research design and methodology in this study, the trend of convergence technology is investigated based on objective data (patent data). Above all, we can easily confirm the core technology in the local industry by analyzing the industrial competitiveness in the macro level. Based on this, we can identify convergence industry and technology by performing the technological convergence analysis in the micro level.

패션기업의 SCM환경에서 관계구축에 영향을 미치는 CRM요인 (The Effect of CRM Factors in Supply Chain Management of Fashion Apparel Company)

  • 손진아
    • 문화기술의 융합
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    • 제3권4호
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    • pp.137-144
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    • 2017
  • 본 연구의 목적은 패션기업의 SCM(Supply Chain Management) 환경에서 B2B 관계 구축에 영향을 미치는 CRM(Customer Relationshio Management)요소들을 밝히는 것이다. 특히 이러한 CRM 요소들이 기업간 권력구조와 관계없이 비즈니스의 모든 영역에서 유의한 효과가 있는지 탐색적으로 살펴보고자 한다. 이를 위해 질적연구방법과 양적연구방법을 병행한 통합적 접근법을 이용하여 탐색적 연구가 진행되었다. 패션기업에 근무하는 전문가 5명을 대상으로 하여 심층면접을 실시하였으며 이를 통해 연구모형을 구성하였다. 그리고 설문지를 통하여 이러한 모델을 실증적으로 검증하기 위한 양적연구를 진행하였다. 그 결과 첫째, 패션기업 간 거래유형에 따라 장기지향적 관계/충성도, 전환 비용에 영향을 미치는 CRM의 모형이 구성되었다. 둘째, 구성된 연구모형을 양적으로 검증한 결과 변수 간 인과관계는 부분적으로 지지되었다. 구체적으로 기업간 관계구축에 가장 큰 영향을 미치는 CRM요인은 매출보장과 특별할인이었다. 또한 고객화된 제품과 품질, 편의성, 경쟁력 있는 가격, 제품/시스템/서비스 개발과 같은 요소들이 관계 구축 및 전환비용 상승에 영향을 미칠 것으로 나타났다.

Quantification of Carbon Reduction Effects of Domestic Wood Products for Valuation of Public Benefit

  • Chang, Yoon-Seong;Kim, Sejong;Kim, Kwang-Mo;Yeo, Hwanmyeong;Shim, Kug-Bo
    • Journal of the Korean Wood Science and Technology
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    • 제46권2호
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    • pp.202-210
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    • 2018
  • This study was carried out to quantify degree of contribution of harvested wood product (HWP) on mitigation of climate change by valuation of public benefits, environmentally and economically. The potential carbon dioxide emission reduction of HWP was estimated by accounting carbon storage effect and substitution effect. Based on 2014 statistics of Korea Forest Service, domestic HWPs were sorted by two categories, such as wood products produced domestically from domestic and imported roundwood. The wood products were divided into seven items; sawnwood, plywood, particle board, fiberboard (MDF), paper (including pulp), biomass (wood pellet) and other products. The carbon stock of wood products and substitution effects during manufacturing process was evaluated by items. Based on the relevant carbon emission factor and life cycle analysis, the amount of carbon dioxide emission per unit volume on HWP was quantified. The amounts of carbon stock of HWP produced from domestic and from imported roundwood were 3.8 million $tCO_{2eq}$., and 2.6 million $tCO_{2eq}$., respectively. Also, each reduction of carbon emission by substitution effect of HWP produced from domestic and imported roundwood was 3.1 million $tCO_{2eq}$. and 2.1 million $tCO_{2eq}$., respectively. The results of this study, the amount of carbon emission reduction of HWP, can be effectively used as a basic data for promotion of wood utilization to revise and establish new wood utilization promotion policy such as 'forest carbon offset scheme', and 'carbon storage labeling system of HWP'.

가상현실 점포의 특성에 관한 연구 -현대백화점 VR 스토어와 eBay VR 백화점 사례를 중심으로- (A Research on the Characteristics of Virtual Reality Stores -Focused on Hyundai VR Store and eBay VR Department Store-)

  • 장주연;전재훈
    • 한국의류학회지
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    • 제42권4호
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    • pp.671-688
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    • 2018
  • This study investigates the characteristics of VR stores that emerged as new fashion communication media. Two case studies on Hyundai and eBay VR Department stores were conducted along with a discussion of the function and meaning of the fashion VR store. The results showed that both stores provide novel shopping experiences; however, the two were differentiated in terms of production method and technology implementation level. Functional aspects such as providing shopping efficiency and purchasing service was insufficient in both stores. Instead, they were complementing by means of product rotation, recommendation system, voice guidance, or linkage with an online shopping mall. In experiential aspects, both stores provided a strong sense of immersion. Hyundai VR store enhanced immersion with a high resolution image of a real offline store; however, it lacked in the ability to provide multisensory stimulation such as kinetic sense or auditory stimulation. The eBay VR Department store intensified the immersion experience by providing auditory stimulation as well as visual stimulation that enhanced the speed and distance sense through the utilization of animation. However, the extent of experience was limited in terms of agency and transformation because of the low interactivity found in both store systems.

의류 브랜드의 매스 커스터마이제이션 실행 수준과 소비자의 기대 수준 (Apparel Brands' Implementation and Customers' Expectation of Mass Customization)

  • 양희순;이유리
    • 한국의류학회지
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    • 제31권5호
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    • pp.753-764
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    • 2007
  • Apparel goods can be customer-oriented in the extreme and the apparel industry is one of the most customer-centered industries that should maximize customers' satisfaction. Recently, mass customization, a customer-centered system is widely discussed in the apparel industry to provide consumers with new, differentiating, distinctive, yet personalized products. The purpose of this study is to provide useful insights for apparel brands' mass customization(hereafter, MC) implementation by comparing the apparel brands' current status with consumers' expectation. One hundred apparel brands' practitioners and 116 consumers were surveyed in this research. First, we found that, on the basis of the five stages of MC presented by Pine(1993), apparel brands' MC stages were identified. Then, customers' expectation levels were examined according to the five stages. When compared the gap between the customers' expectation level and the apparel brands' implementation, consumers' expectation of MC was significantly higher than the implementation level by apparel brands for the stage 2(customized products creation), the stage 5(modular production). Second, by conducting a factor analysis with the scales measuring the MC activities of the five stages, apparel brands' current MC strategies could be classified as 'mass customized strategy', 'quick response strategy', 'MOT(moment of truth) customized strategy', and 'individualized service strategy.' Apparel brands showed significant differences in mass customized strategy, quickresponse strategy, and MOT customized strategy according to their product characteristics. Finally, consumers' expectation level of MC strategies was significantly different by their characteristics such as shopping orientation.

커뮤니티 비즈니스 성과지표 개발연구 (A Study on the Development of Performance Indicators in the Community Business)

  • 김명진
    • 한국콘텐츠학회논문지
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    • 제17권6호
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    • pp.22-31
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    • 2017
  • 본 연구는 커뮤니티 비즈니스가 균형적으로 성장하기 위해서 적합한 시스템이 요구되고 그에 대한 발전 방향을 모색하고자 하는 인식에서 연구를 시작하였다. 첫째, 커뮤니티 비즈니스의 효과적인 성과평가를 위하여 균형성과표에 기반을 둔 성과평가 모형을 개발하였다. 둘째, 평가요인의 1차 관점별 2차 지표의 상대적 중요도는 이해관계자 관점에서는 지역주민 참여율, 학습과 성장 관점에서는 내부교육 만족도, 내부프로세스 관점에서는 업무프로세스 단축, 지속가능성 관점에서는 1인당 매출액의 상대적 중요도가 높게 나타났다. 셋째, 각 지표별 종합적 가중치 산정 결과는 지역주민 참여율, 지역과의 사업연계, 1인당 매출액이 상위그룹으로 나타났다. 이상의 결과에서 관주도로 이루어진 커뮤니티 비즈니스를 중간지원조직 양성을 통한 경영지원이 필요한 시점이고, 외부컨설팅 연계, 주요 기업과의 전략적 제휴를 통한 제품 및 서비스 향상의 필요가 있음을 강조한다.

Determinants of Health Care Expenditures and the Contribution of Associated Factors: 16 Cities and Provinces in Korea, 2003-2010

  • Han, Kimyoung;Cho, Minho;Chun, Kihong
    • Journal of Preventive Medicine and Public Health
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    • 제46권6호
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    • pp.300-308
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    • 2013
  • Objectives: The purpose of this study was to classify determinants of cost increases into two categories, negotiable factors and non-negotiable factors, in order to identify the determinants of health care expenditure increases and to clarify the contribution of associated factors selected based on a literature review. Methods: The data in this analysis was from the statistical yearbooks of National Health Insurance Service, the Economic Index from Statistics Korea and regional statistical yearbooks. The unit of analysis was the annual growth rate of variables of 16 cities and provinces from 2003 to 2010. First, multiple regression was used to identify the determinants of health care expenditures. We then used hierarchical multiple regression to calculate the contribution of associated factors. The changes of coefficients ($R^2$) of predictors, which were entered into this analysis step by step based on the empirical evidence of the investigator could explain the contribution of predictors to increased medical cost. Results: Health spending was mainly associated with the proportion of the elderly population, but the Medicare Economic Index (MEI) showed an inverse association. The contribution of predictors was as follows: the proportion of elderly in the population (22.4%), gross domestic product (GDP) per capita (4.5%), MEI (-12%), and other predictors (less than 1%). Conclusions: As Baby Boomers enter retirement, an increasing proportion of the population aged 65 and over and the GDP will continue to increase, thus accelerating the inflation of health care expenditures and precipitating a crisis in the health insurance system. Policy makers should consider providing comprehensive health services by an accountable care organization to achieve cost savings while ensuring high-quality care.

인공지능과 사회의 변화 (Exploring Social Impact of AI)

  • 백승익;임규건;여등승
    • 정보화정책
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    • 제23권4호
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    • pp.3-23
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    • 2016
  • 인류는 오랫동안 인간을 대체할 수 있는 자동화된 노동력 또는 지능체를 만들기 위해 노력해 왔다. Turing(1950)이 인간과 같이 생각할 수 있고 대화를 할 수 있는 기계 혹은 시스템의 개발을 제안한 이래로 인공지능이라는 학문분야가 발전하고 있다. 최근 들어 알파고의 등장과 제4차 산업혁명에 대한 관심이 높아지면서, 핵심 기술로서 인공지능 기술에 대한 연구가 대학교 연구실뿐만 아니라 기업에서도 활발하게 이루어지고 있다. 인공지능 기술이 우리의 생활에 깊숙이 파고들면서, 과거에 비하여 사람들의 생활은 많이 편해지고 윤택해진 것은 사실이지만, 다른 한편으로는 여러 가지 부정적인 영향을 미칠 수 있을 것이다. 기술이 우리의 생활과 사회에 긍정적인 영향만을 주는 것이 아니기 때문에, 기술로 인한 사회의 변화에 대해서 생각해 보고 이에 대한 기술적, 사회적, 정책적 대응을 준비하는 것이 필요하다. 본 논문에서는 다양한 선행연구들의 분석을 통해 AI의 역사와 개념에 대해서 살펴보고, AI기반의 지능형 제품과 지능형 서비스가 일으키는 사회의 변화를 일상생활과 업무환경의 변화 차원에서 분석하여 인공지능으로부터 야기되는 사회의 변화와 정책적 이슈에 대해서 고찰해 보고자 한다.

Web 2.0 블로그 위젯의 재미 요소에 대한 연구 (A Study on Fun Elements of Web 2.0 Blog Widget)

  • 최성규;김기성;장석현;황민철
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.785-790
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    • 2009
  • 웹 2.0환경에 중심이 되고 있는 블로그 사용자들에게 있어 웹 브라우저에서 실행될 수 있는 위젯(widget)은 자신을 표현하고, 블로그의 가치를 돋보이게 하는 도구이다. 위젯은 윈도우(Window)와 가젯(Gadget)의 합성어로 응용 프로그램을 동작시키고 결과를 화면에 표시하는 그래픽 사용자 인터페이스(GUI) 도구의 일종으로써 사용자가 원하는 서비스를 받아 볼 수 있는 기능성 프로그램이다. 또한 운영 제체(OS)나, 웹, 모바일에서 사용자에게 정보 전달 및 사용 편리성과 효율성을 제공하고 있다. 그러나 현재 위젯은 정보 전달이나 현상 표현에 초점을 마주고 있어, 사용자들이 원하는 재미를 충족시켜주지 못하고 있다. 이 연구는 웹 2.0 환경에서 사용자가 많이 사용하고 있는 위젯의 재미와 흥미를 느끼는 요소가 무엇인지를 파악하고, 위젯별 재미 요소를 분류 하고자 하는 연구이다. 위젯에서의 재미 요소에 대해 아직까지 정의된 것이 없기 때문에 제품 디자인과 게임에서의 재미 요소를 분류 및 분석을 통해 추출 하였고 추출된 결과를 사용자의 감성 상태를 대표하는 감성 어휘와 매핑을 통해 파악하였다. 그리고 위젯별 재미 요소를 알아내기 위해 블로그 사용자를 대상으로 온라인 설문을 실시하였다. 위젯 선정은 사용자가 많이 이용하고 있는 국내 위젯과 일본 위젯으로 선택하였고 5점 척도를 이용해 위젯별 재미 요소를 분류하였다. 이 결과를 바탕으로 사용자가 선호하는 재미 요소를 파악할 수 있다.

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