Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.
International Journal of Knowledge Content Development & Technology
/
v.14
no.3
/
pp.77-91
/
2024
This article aims to comprehensively analyze the crucial role played by data analytics and business intelligence (BI) strategies in propelling digital transformation within diverse industries. Through an extensive literature review and examination of real-world case studies, the study employs a systematic analysis of scholarly works and industry reports. This approach provides a panoramic view of how organizations utilize data-driven insights for competitive advantages, improved customer experiences, and fostering innovation. The findings underscore the pivotal significance of data analytics and BI strategies in influencing strategic decision-making, enhancing operational efficiency, and ensuring long-term sustainability across various industries. The study stands out in its originality by offering a unique synthesis of insights derived from scholarly works and real-world case studies, contributing to a holistic understanding of the transformative impact of data analytics and BI on contemporary business practices. While the study provides valuable insights, limitations include the scope of available literature and case studies. The implications call for further research to explore emerging trends and evolving challenges in the dynamic landscape of data analytics and BI. The practical implications highlight the tangible benefits organizations can derive from integrating data analytics and BI strategies, emphasizing their role in shaping strategic decisions and fostering operational efficiency. In a broader context, the study delves into the social implications of the symbiotic relationship between data analytics, BI, and digital transformation. It explores how these strategies impact broader societal and economic aspects, influencing innovation and sustainability.
International journal of advanced smart convergence
/
v.12
no.4
/
pp.293-299
/
2023
In recent years, with the rapid development of real-time rendering technology, the quality of the images produced by real-time rendering has been improving, and its application scope has been expanded from games to animation and advertising and other fields. This paper analyses the development status of real-time rendering technology in 3D animation by investigating the 3D animation market in China, which concludes that the number of 3D animations in China has been increasing over the past 20 years, and the number of 3D animations using real-time rendering has been increasing year by year and exceeds that of 3D animations using offline rendering. In this study, a real-time rendering and offline rendering 3D animation are selected respectively to observe the screen effect of characters, special effects and environment props, and analyse the advantages and disadvantages of the two rendering technologies, and finally conclude that there is not much difference between real-time rendering 3D animation and offline rendering 3D animation in terms of quality and the overall sense of view, and due to the real-time rendering of the characteristics of the WYSIWYG, the animation designers can better focus on the creation of art performance. Real-time rendering technology has a good development prospect and potential in 3D animation, which paves the way for designers to create 3D content more efficiently.
Notice: This article has been retracted as a result of the review (on May 14, 2024) by the Research Ethics Committee of the Korean Society of Remote Sensing, which confirmed research misconduct (plagiarism).
The Korean Journal of Remote Sensing (KJRS) Editorial Office received a report alleging plagiarism in a paper published in KJRS authored by Zong and Kohani (2021). Following a thorough investigation by our Research Ethics Committee, we found significant similarities between the original paper (Lee and Mortari, 2017) and the paper (Zong and Kohani, 2021) published in KJRS. The scope of the plagiarism included a number of identical figures, tables, and equations, as well as textual content. As a result, the Research Ethics Committee of the Korean Society of Remote Sensing has decided to retract the paper (Zong and Kohani. 2021) for deliberately using the ideas, research content, and results of others without proper approval or citation. To preserve academic integrity, we take responsibility for enforcing ethical policies and proceeding with the follow-up actions: 1. Disclosure and preservation of the facts and reasons for the retraction of the plagiarized paper, 2. Prohibition of submissions for the next three years for the authors of the plagiarized paper, 3. Notification to the authors’ affiliated institution of the retraction of the plagiarized paper. We deeply regret to report for retraction of the article and apologize to the readers of KJRS and to the authors of the original work for any inconvenience caused.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
/
v.19
no.3
/
pp.1-11
/
2024
Content is now recognized as a key resource to sustain competitive advantage in the OTT market and for e-commerce companies. Coupang is pursuing a content growth strategy to maximize the lock-in effect that binds consumers to the subscription economy and its ecosystem. Given this background, this study aims to explain Coupang's content growth momentum through a case study method and examine Coupang's content strategy in detail. Based on this, this study describes Coupang's content growth strategy in detail and confirms that Coupang differentiates its content from the competition by focusing on sports and low prices to build a lock-in effect in the subscription economy. As a result, we can summarize that the purpose of Coupang's content strategy is to build a lock-in effect for the subscription economy based on content differentiation focused on sports, a bundle strategy linked to e-commerce, and a low-cost strategy. This study contributes to the field of venture creation research by carefully analyzing how Coupang grew from a venture firm to a Decacorn corporation and developed the influence of its content in a completely different industry, and systematically explains the importance of content strategy in strengthening the lock-in effect for the subscription economy. Future research should compare the impact of content strategy of venture and startups in the contents industry to broaden the scope of research in the field and suggest deeper lessons learned.
The Journal of Economics, Marketing and Management
/
v.5
no.2
/
pp.10-32
/
2017
The landscape of corporate reporting is changing quickly. The concepts, elements and principles that characterize the way organizations plan, manage and report their annual performances are currently being questioned, debated, and redesigned throughout the world. However, widening the scope of corporate performance and reporting is a major issue. Research needs to bridge the gap between social and financial performance by considering corporate performance in a wider perspective. At base, IR is a relatively new but powerful idea: enhancing the way organizations think, plan and report the story of their business. Organizations are using IR to communicate a clear, concise, integrated story that explains how all of their resources are creating value. This paper examines the rise of what has been widely claimed to represent a new and striking future for corporate reporting, namely the notion of "Integrated Reporting" (IR). Unfortunately, there is poor empirical research work undertaken which has focused on published integrated reports. This research study provides initial analysis of the content and structure of the corporate integrated reports published in 2013 and available on the International Integrated Reporting Council (IIRC) Emerging Examples Database. As part of this study, Integrated Reports were analyzed for company information, report information and report content. Moreover, they were also evaluated as to the extent these adhered to the integrated reporting (IR) Guiding Principles, Content Elements, and the multiple capitals model. Findings of this study indicate that "early integrated reports were mostly lengthy, fail to adhere to all the guiding principles, and covered four of the six capitals suggested." At present, no universally accepted global framework for IR exists and it is still largely a voluntary practice. We believe that IR of both financial and non-financial performance should be made mandatory, and it should become a universal practice for all the global listed companies within the next 5-10 years.
Fischer, Julia;Knapp, Daniel;Nguyen, Bich Chau;Richter, Daniel;Shutsko, Aliaksandra;Stoppe, Melanie;Williams, Kelly;Ilhan, Aylin;Stock, Wolfgang G.
Journal of Information Science Theory and Practice
/
v.8
no.4
/
pp.6-19
/
2020
The objective of this research is to analyze which functions make up web-based as well as mobile social media services and messengers. Services are clustered by their functionality. A total of 640 individual functions were identified, while investigating altogether 44 selected services in their web and mobile versions. Applying content analysis, functions were assigned to the services. The services were ranked by the number of implemented functions, and the functions were ranked by their occurrence in the services. Cluster analysis was applied to classify the services according to their functionality. Facebook and VKontakte were found to be the ones with the most functions; the most frequently implemented functions are support, profile, and account-related. Cluster analysis revealed six classes for mobile and seven classes for web applications. There is a noteworthy difference regarding the functionality scope between web and mobile applications of the same services. An example for this is Mendeley with 38 functions in the mobile and 91 functions in the web version. This is the first empirical attempt at clustering social media services based on their functionality.
International Journal of Knowledge Content Development & Technology
/
v.6
no.2
/
pp.93-108
/
2016
Rethinking and re-conceptualization of knowledge organization has become necessary as a result of recent changes brought by digitization, networked resources, and interdisciplinary shifts. This paper calls for a review of curriculum and changes in teaching approaches to respond to these changes. The paper suggests expanding the scope of knowledge organization by adding new topics, and recommends placement of these topics in different courses (introductory or foundation courses, core or required courses, and electives or specialized courses) for a balanced approach. The paper also proposes a change in the mindset about the target of these courses and recommends knowledge organization work be extended from institutions to individuals. It is also suggested that knowledge organization work responsibilities are broadened to involve authors, knowledge workers, and information users rather than restricting it only to trained information professionals. The paper highlights that the digital environment makes it necessary to change the context for teaching KO courses and goes beyond the collection of information resources and addresses personal information management needs as well. The paper concludes that fundamental changes tantamount to re-conceptualization of the area of knowledge organization, which is expected to open up new opportunities for information graduates aspiring to work in information environment beyond libraries.
Kim, Da Sol;Jo, Young Hoon;Huh, Il Kwon;Byun, Sung Moon
Journal of Conservation Science
/
v.38
no.1
/
pp.55-63
/
2022
The Bigyeokjincheolloe (bomb shell), a scientific cultural heritage, has outstanding historical value for sustaining a gunpowder weapon of Joseon. In this study, the bomb shell was modeled through three-dimensional (3D) scanning centered on the external shape and 𝛾-ray radiography-based on the internal shape. In particular, to improve the contrast in the radiographic image, optimization and image processing were performed. After these processes, the thickness of the inner wall (2.5 cm on average) and the positions of the three mold chaplets were clearly revealed. For exhibition purposes, the 3D model of the bomb shell was output to a 3D printer and the output was rendered realistic by coloring. In addition, the internal functional elements, such as Mokgok, fuse, mud, gunpowder, and caltrops, were reproduced through handwork. The results will contribute to the study of digital heritages in two ways. First, the internal and external shapes of the bomb shell were modeled by fusing two different technologies, namely, 3D scanning and 𝛾-ray radiography. Second, the internal shape of the bomb shell was constructed from the original form data and the reproduction was utilized for museum exhibitions. The developed modeling approach will greatly expand the scope of museum exhibitions, from those centered on historical content to those centered on scientific content.
General and subject guideline for new curriculum are confirmed and plan to announced on September 2015. The development of instructional materials according to them will proceed. Because textbooks have the role and function to determine and control the direction and scope of teaching and learning, Textbook plays a very important role in the situation where teachers and students meet. Thus we get a significant effect depending on the structure of textbook. In this study, we analyzed differences of detail learning content according to high school textbooks focused on utilizing of definite integral. After creating the questionnaire based on it, The survey was conducted targeting for 369 high school mathematics teachers belong to 14 education offices of cities and provinces are polled out by accidental sampling method. Analyzing the results of the survey, We searched various teaching and learning method that arise due to differences of detail learning content according to high school textbooks and thereby it explored the impact on students' mathematics learning. Through this, Our intention is to offer implication about the structure of textbook detail learning contents and to derive the improvements about textbook compilation system.
본 웹사이트에 게시된 이메일 주소가 전자우편 수집 프로그램이나
그 밖의 기술적 장치를 이용하여 무단으로 수집되는 것을 거부하며,
이를 위반시 정보통신망법에 의해 형사 처벌됨을 유념하시기 바랍니다.
[게시일 2004년 10월 1일]
이용약관
제 1 장 총칙
제 1 조 (목적)
이 이용약관은 KoreaScience 홈페이지(이하 “당 사이트”)에서 제공하는 인터넷 서비스(이하 '서비스')의 가입조건 및 이용에 관한 제반 사항과 기타 필요한 사항을 구체적으로 규정함을 목적으로 합니다.
제 2 조 (용어의 정의)
① "이용자"라 함은 당 사이트에 접속하여 이 약관에 따라 당 사이트가 제공하는 서비스를 받는 회원 및 비회원을
말합니다.
② "회원"이라 함은 서비스를 이용하기 위하여 당 사이트에 개인정보를 제공하여 아이디(ID)와 비밀번호를 부여
받은 자를 말합니다.
③ "회원 아이디(ID)"라 함은 회원의 식별 및 서비스 이용을 위하여 자신이 선정한 문자 및 숫자의 조합을
말합니다.
④ "비밀번호(패스워드)"라 함은 회원이 자신의 비밀보호를 위하여 선정한 문자 및 숫자의 조합을 말합니다.
제 3 조 (이용약관의 효력 및 변경)
① 이 약관은 당 사이트에 게시하거나 기타의 방법으로 회원에게 공지함으로써 효력이 발생합니다.
② 당 사이트는 이 약관을 개정할 경우에 적용일자 및 개정사유를 명시하여 현행 약관과 함께 당 사이트의
초기화면에 그 적용일자 7일 이전부터 적용일자 전일까지 공지합니다. 다만, 회원에게 불리하게 약관내용을
변경하는 경우에는 최소한 30일 이상의 사전 유예기간을 두고 공지합니다. 이 경우 당 사이트는 개정 전
내용과 개정 후 내용을 명확하게 비교하여 이용자가 알기 쉽도록 표시합니다.
제 4 조(약관 외 준칙)
① 이 약관은 당 사이트가 제공하는 서비스에 관한 이용안내와 함께 적용됩니다.
② 이 약관에 명시되지 아니한 사항은 관계법령의 규정이 적용됩니다.
제 2 장 이용계약의 체결
제 5 조 (이용계약의 성립 등)
① 이용계약은 이용고객이 당 사이트가 정한 약관에 「동의합니다」를 선택하고, 당 사이트가 정한
온라인신청양식을 작성하여 서비스 이용을 신청한 후, 당 사이트가 이를 승낙함으로써 성립합니다.
② 제1항의 승낙은 당 사이트가 제공하는 과학기술정보검색, 맞춤정보, 서지정보 등 다른 서비스의 이용승낙을
포함합니다.
제 6 조 (회원가입)
서비스를 이용하고자 하는 고객은 당 사이트에서 정한 회원가입양식에 개인정보를 기재하여 가입을 하여야 합니다.
제 7 조 (개인정보의 보호 및 사용)
당 사이트는 관계법령이 정하는 바에 따라 회원 등록정보를 포함한 회원의 개인정보를 보호하기 위해 노력합니다. 회원 개인정보의 보호 및 사용에 대해서는 관련법령 및 당 사이트의 개인정보 보호정책이 적용됩니다.
제 8 조 (이용 신청의 승낙과 제한)
① 당 사이트는 제6조의 규정에 의한 이용신청고객에 대하여 서비스 이용을 승낙합니다.
② 당 사이트는 아래사항에 해당하는 경우에 대해서 승낙하지 아니 합니다.
- 이용계약 신청서의 내용을 허위로 기재한 경우
- 기타 규정한 제반사항을 위반하며 신청하는 경우
제 9 조 (회원 ID 부여 및 변경 등)
① 당 사이트는 이용고객에 대하여 약관에 정하는 바에 따라 자신이 선정한 회원 ID를 부여합니다.
② 회원 ID는 원칙적으로 변경이 불가하며 부득이한 사유로 인하여 변경 하고자 하는 경우에는 해당 ID를
해지하고 재가입해야 합니다.
③ 기타 회원 개인정보 관리 및 변경 등에 관한 사항은 서비스별 안내에 정하는 바에 의합니다.
제 3 장 계약 당사자의 의무
제 10 조 (KISTI의 의무)
① 당 사이트는 이용고객이 희망한 서비스 제공 개시일에 특별한 사정이 없는 한 서비스를 이용할 수 있도록
하여야 합니다.
② 당 사이트는 개인정보 보호를 위해 보안시스템을 구축하며 개인정보 보호정책을 공시하고 준수합니다.
③ 당 사이트는 회원으로부터 제기되는 의견이나 불만이 정당하다고 객관적으로 인정될 경우에는 적절한 절차를
거쳐 즉시 처리하여야 합니다. 다만, 즉시 처리가 곤란한 경우는 회원에게 그 사유와 처리일정을 통보하여야
합니다.
제 11 조 (회원의 의무)
① 이용자는 회원가입 신청 또는 회원정보 변경 시 실명으로 모든 사항을 사실에 근거하여 작성하여야 하며,
허위 또는 타인의 정보를 등록할 경우 일체의 권리를 주장할 수 없습니다.
② 당 사이트가 관계법령 및 개인정보 보호정책에 의거하여 그 책임을 지는 경우를 제외하고 회원에게 부여된
ID의 비밀번호 관리소홀, 부정사용에 의하여 발생하는 모든 결과에 대한 책임은 회원에게 있습니다.
③ 회원은 당 사이트 및 제 3자의 지적 재산권을 침해해서는 안 됩니다.
제 4 장 서비스의 이용
제 12 조 (서비스 이용 시간)
① 서비스 이용은 당 사이트의 업무상 또는 기술상 특별한 지장이 없는 한 연중무휴, 1일 24시간 운영을
원칙으로 합니다. 단, 당 사이트는 시스템 정기점검, 증설 및 교체를 위해 당 사이트가 정한 날이나 시간에
서비스를 일시 중단할 수 있으며, 예정되어 있는 작업으로 인한 서비스 일시중단은 당 사이트 홈페이지를
통해 사전에 공지합니다.
② 당 사이트는 서비스를 특정범위로 분할하여 각 범위별로 이용가능시간을 별도로 지정할 수 있습니다. 다만
이 경우 그 내용을 공지합니다.
제 13 조 (홈페이지 저작권)
① NDSL에서 제공하는 모든 저작물의 저작권은 원저작자에게 있으며, KISTI는 복제/배포/전송권을 확보하고
있습니다.
② NDSL에서 제공하는 콘텐츠를 상업적 및 기타 영리목적으로 복제/배포/전송할 경우 사전에 KISTI의 허락을
받아야 합니다.
③ NDSL에서 제공하는 콘텐츠를 보도, 비평, 교육, 연구 등을 위하여 정당한 범위 안에서 공정한 관행에
합치되게 인용할 수 있습니다.
④ NDSL에서 제공하는 콘텐츠를 무단 복제, 전송, 배포 기타 저작권법에 위반되는 방법으로 이용할 경우
저작권법 제136조에 따라 5년 이하의 징역 또는 5천만 원 이하의 벌금에 처해질 수 있습니다.
제 14 조 (유료서비스)
① 당 사이트 및 협력기관이 정한 유료서비스(원문복사 등)는 별도로 정해진 바에 따르며, 변경사항은 시행 전에
당 사이트 홈페이지를 통하여 회원에게 공지합니다.
② 유료서비스를 이용하려는 회원은 정해진 요금체계에 따라 요금을 납부해야 합니다.
제 5 장 계약 해지 및 이용 제한
제 15 조 (계약 해지)
회원이 이용계약을 해지하고자 하는 때에는 [가입해지] 메뉴를 이용해 직접 해지해야 합니다.
제 16 조 (서비스 이용제한)
① 당 사이트는 회원이 서비스 이용내용에 있어서 본 약관 제 11조 내용을 위반하거나, 다음 각 호에 해당하는
경우 서비스 이용을 제한할 수 있습니다.
- 2년 이상 서비스를 이용한 적이 없는 경우
- 기타 정상적인 서비스 운영에 방해가 될 경우
② 상기 이용제한 규정에 따라 서비스를 이용하는 회원에게 서비스 이용에 대하여 별도 공지 없이 서비스 이용의
일시정지, 이용계약 해지 할 수 있습니다.
제 17 조 (전자우편주소 수집 금지)
회원은 전자우편주소 추출기 등을 이용하여 전자우편주소를 수집 또는 제3자에게 제공할 수 없습니다.
제 6 장 손해배상 및 기타사항
제 18 조 (손해배상)
당 사이트는 무료로 제공되는 서비스와 관련하여 회원에게 어떠한 손해가 발생하더라도 당 사이트가 고의 또는 과실로 인한 손해발생을 제외하고는 이에 대하여 책임을 부담하지 아니합니다.
제 19 조 (관할 법원)
서비스 이용으로 발생한 분쟁에 대해 소송이 제기되는 경우 민사 소송법상의 관할 법원에 제기합니다.
[부 칙]
1. (시행일) 이 약관은 2016년 9월 5일부터 적용되며, 종전 약관은 본 약관으로 대체되며, 개정된 약관의 적용일 이전 가입자도 개정된 약관의 적용을 받습니다.