• Title/Summary/Keyword: e-Business Model

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Factors Influencing Crash Severity by the Types of Bus Transportation Services Using Ordered Probit Models (순서형 프로빗 모형을 이용한 버스 운송사업 유형 별 사고심각도 영향요인 분석)

  • YOON, Sangwon;KHO, Seung-Young;KIM, Dong-Kyu
    • Journal of Korean Society of Transportation
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    • v.36 no.1
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    • pp.13-22
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    • 2018
  • Buses, one of the representative public transportation modes, are divided into a vareity of service types according to the purpose of operation, operating distance, and management agencies. Although bus-involved crashes may cause large amount of damage due to the higher number of passengers boarded on a bus, prior research has little focused on crash severity according to bus service types. This study aims to investigate factors influencing crash severity in bus-involved crashes and to present policy implications to reduce crash severity by bus service type. To do this, bus-involved crash data from the Traffic Accident Analysis System (TAAS) during five-year period are used. Ordered probit models for three types of bus service, i.e., city bus, suburban and express buses, and charter buses, are estimated to analyze the factors of accident severity. The results show that there are significant differences of factors affecting crash severity among the types of bus services while speed and road surface influence all the types of buses. In case of local buses, time of day, roadway alignment, and installation of a traffic signal are found to be statistically significant factors. Seat belt and road class have significant effects on injury severity of the intercity and express buses. Chartered buses have time of day, driving experience, seatbelt, traffic signal, and day of week as the significant factors. The results of this study are expected to contribute to the reduction of the crash severity by each bus service type.

Construction EC Strategy Model and Improving Fields for Global EC Transition (건설 EC화 활성화를 위한 상품별 전략모델 및 개선분야)

  • Jang, Hyoun-Seung;Ock, Jong-Ho;Koo, Bon-Sang
    • Journal of the Korea Institute of Building Construction
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    • v.11 no.2
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    • pp.145-153
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    • 2011
  • Since the early 1990s, Korean construction companies have strived to evolve into global Engineering Construction (EC) companies. However, such efforts have been unsuccessful, partly due to a lack of clear objectives and a misunderstanding of the direction that needed to be taken for such a change. A better understanding is required with respect to the need to transform into an EC company in the context of the rapidly changing global construction environment. This research investigates major EC companies from around the world, and assesses the status of domestic companies' efforts for EC transition. The results of these investigations revealed that domestic firms need to better prioritize their strengths for different markets, i.e., decide whether to implement directly, outsource or limit to process management. In addition, the investigations showed that the global market is shifting from monolithic projects to more complex projects. Such projects require firms with the ability to develop and implement high front-end investment strategies, planning capabilities, and pre-design management skills. Accordingly, we recommend that firms differentiate themselves by developing such a skill set required for specific products.

Consulting Competence of IT Consultants: Perceptual Differences between IT Consultants and Business Clients (IT 컨설턴트의 컨설팅 역량: 컨설턴트와 고객의 인식 차이를 중심으로)

  • Park, So-Hyun;Lee, Kuk-Hie
    • Information Systems Review
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    • v.11 no.1
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    • pp.107-132
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    • 2009
  • The purpose of this research is to define the consulting competence of IT consultants and empirically analyze the perceptual differences between the IT consultant group and the client group. Based on the previous researches and the opinion of the actual IT consultants, the consulting capability model has been established, which consists of six categories and eighteen factors. Six categories are (1) IT domain expertise, (2) problem solving ability, (3) project management capability, (4) communication skills, (5) human relations skills, and (6) professional ethics and attitude. Two field surveys have been performed and the responses of 174 IT consultants 116 clients have been acquired. It is shown that the level of possessed proficiency of IT consulting capability is far lower than the level of the required proficiency. And there exist the perceptual difference between two responding groups with respect to the level required proficiency but no difference exists in terms of the level of possessed proficiency. The findings of this research can provide some useful information in order to fully understand the differences between the IT consultant group and the client group.

A Study on the Factors Affecting the Intention to Adapt PMO in Public Sectors (공공부문 PMO도입 의도에 영향을 미치는 요인에 관한 연구)

  • Suh, Bai-Sun;Hwang, Gee-Hyun;Kim, Sung-Kun
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.159-169
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    • 2014
  • The purpose of PMO (Project Management Office) systems implementation in public sectors is to prevent the potential risks of IT projects with the project management for the electronic government, and to improve the quality of the project. As a leading country in software areas, PMO systems will play an important role to lead the best smart electronic government in the global world. This study suggested an operating model of PMO systems in public sectors in advance to use the PMO systems in public sectors by conducting a research investigating the key organizational role as the major factor which affects the behavioral intention of PMO systems implementation. We tested a hypothesis that Effort Expectancy factors and Facilitating Condition among the interested party groups will influence the Behavioral Intention of PMO systems implementation, and the result have given no difference to the Control Effect among the interested party groups. This study have shown that the interested party groups have common recognition about the Behavioral Intention of PMO systems implementation in the public sectors.

CALS환경에서 기업간 정보공유의 범위에 관한 연구

  • 고일상
    • Proceedings of the CALSEC Conference
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    • 1999.07a
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    • pp.41-50
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    • 1999
  • 최근의 CALS 시스템 구축 가속화 및 전자상거래 활성화 분위기는 정보기술의 전략적 활용의 초점을 개별기업 위주에서 기업간 협력체제 구축과 이를 바탕으로 하는 기업간 전자적 결합(Electronic Integration)으로 옮기고 있다. 우리는 정보기술의 공유를 기반으로 새로운 기업간의 관계를 구축할 수 있으며, 이러한 관계를 전략적으로 활용함으로써 기존 사업에서의 경쟁우위 뿐만 아니라, 새로운 사업기회를 창출할 수 있다. 관련기업간의 데이터 표준화를 통한 정보의 공유는 CALS 시스템 구축의 바탕이 된다고 할 수 있는데, 정보공유의 범위는 산업별 특성과 제품별 특성에 따라 달라질 수밖에 없으며, 관련기업간의 교섭력(Bargaining Power)에 의해서도 영향을 받게된다. CALS 환경에서는 개별기업의 정보전략에 따라 수직적 협력관계에 있는 기업들간의 정보공유 정도와 수평적 협력관계에 있는 기업들간의 정보공유 정도가 결정된다고 할 수 있다. 정보공유의 범위를 설정하는 데에는 기업간에 이루어지는 업무의 성격, 공급-제조-유통으로 연결되는 관련기업간의 구조 등도 크게 영향을 미치는 것으로 파악되고 있다. 이 연구에서는 CALS 시스템 구축과정에서 우리가 고려할 수 있는 정보공유의 범위를 관련업무공유, 시스템공유, 부품 설비공유, 시설공유 등의 관점에서 분석하여 봄으로써, 각 산업별로 진행되고 있는 시범사업들의 시스템 영역의 범위를 재조명해보고자 한다. 이 연구에서 집중적으로 다루게 될 정보공유의 범위에 대한 내용은 CALS 시스템을 개발하려는 기업들의 응용서비스 개발 및 정보전략 구축에 중요한 공헌을 할 수 있을 것으로 기대된다.진" 사업에 대한 표준 설정을 위하여 노스캐롤라이나주 지방보건소의 "보건교육/건강증진" 표준체제를 예로 들었다. 다음으로, 경제적인 효율면에서 볼 때 "보건교육/건강증진" 사업에는 단기 혹은 장기 투자가치가 있는가 하는 것이다. 새로 태어나는 미국 지방 보건소의 "보건교육/건강증진" 활동은 지역 시민 및 그 단체가 광범위하고도 자연 다발적으로 참여할 때만 성공할 수 있다고 결론 지울 수 있다.한 분야별 전문가시스템 개발을 지양하고 MCRDR이론을 기반으로 한 범용성 있는 전문가시스템 개발 툴의 개발에 관한 연구를 소개한다. 후 새로운 지식을 얻는 반복적인 Explanation-based Data Mining Architecture를 제시하였다. 본 연구의 의의로는 데이타 마이닝을 통한 귀납적 지식생성에 있어 귀납적 오류의 발생을 고메인 지식을 통해 설명가능 함을 보임으로 검증하고 아울러 이러한 설명을 통해 연역적으로 새로운 가설지식을 생성시켜 이를 가설검증방식으로 검증함으로써 귀납적 접근과 연역적 접근의 통합 데이타 마이닝 접근을 제시하였다는데 있다.gical learning to give information necessary to improve the making. program and policy decision making, The objectives of the study are to develop the methodology of modeling the socioeconomic evaluation, and build up the practical socioeconomic evaluation model of the HAN projec

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Technology Valuation Evaluation Model of Decision Making System using Income Approach for Commercialization in LNG Plant Construction (수익접근법을 활용한 LNG 플랜트공사의 의사결정지원시스템 기술가치 평가)

  • Park, Hwan Pyo;Han, Jae Goo;Chin, Kyung Ho
    • Korean Journal of Construction Engineering and Management
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    • v.15 no.4
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    • pp.58-67
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    • 2014
  • The proportion of investment in national R&D projects in construction and transportation has been increasing continuously; in terms of the size of R&D projects, there are many medium- to large-sized projects of over KRW 10 billion. However, in spite of such continuous increase in R&D investments, there are many technologies developed but not commercialized, i.e., the quiescence of technology. Accordingly, it is necessary to link the R&D results to commercialization by expanding the scope of R&D projects. In this context, this study presented objective reference prices to be used in contracting/transacting technology and implementing commercialization strategy by conducting technology valuations against on-going research projects with earnings approach, and by estimating value of patented technology. Sum of free cash flow (business value) that can be generated during the life of the technology was estimated as KRW 512 million by reflecting a discount rate of 16.34% to convert it into the present value. In addition, the technology value was computed as KRW 227million by applying a technology factor of 44.39% to the above value. Based on the technology value estimated in this way, it is necessary to establish industrialization and commercialization strategy of the technology.

WPS-based Satellite Image Processing onWeb Framework and Cloud Computing Environment (클라우드 컴퓨팅과 웹 프레임워크 환경에서 WPS 기반 위성영상 정보처리)

  • Yoon, Gooseon;Lee, Kiwon
    • Korean Journal of Remote Sensing
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    • v.31 no.6
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    • pp.561-570
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    • 2015
  • Till now, applications of many kinds of satellite images have been accentuated in the datacentric scientific studies, researches regarding system development and concerned technologies for them are on the un-matured stage. Especially, satellite image processing requires large volume data handling and specific analysis functionalities, so that practical necessity of base study for system development is emphasized on. In the view of information system, various edged trends such as web standards, cloud computing, or web framework are utilized owing to their application benefits proven and business needs. Considered these aspects, a testing implementation was carried out using OpenStack cloud computing environment and e-government framework. As for the processing functions, WPS in GeoServer, as one of OGC web standards, was applied to perform interoperable data processing scheme between two or more remote servers. Working with the server implemented, client-side was also developed using several open sources such as HTML 5, jQuery, and OpenLayers. If it is that completed further experiments onsite applications with actual multi-data sets and extension of on-demand functionalities with the result of this study, it will be referred as an example case model for complicated and complex system design and implementation which needs cloud computing, geo-spatial web standards and web framework.

Legal Research on FinTech Regulatory Sandbox Fostering Financial Innovations in Korea (핀테크 활성화를 위한 규제 샌드박스의 도입 방안 연구)

  • Ko, Young-Mi
    • Journal of Legislation Research
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    • no.53
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    • pp.213-267
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    • 2017
  • Regulatory barrier is considered most challenging out of all FinTech barriers, which many technology innovators have always experienced. Even though technological solutions promise customers accessibility to more cost-effective and secured financial services, it is quite challenging to create regulatory environment that enables innovation FinTech industry. Especially, a common challenge FinTech innovators and business face is regulatory uncertainty and confusion rather than any particular regulation. Since many FinTech models are continuously introducing new innovative ways in providing financial services, significant confusion could be raised in applying principles of existing law and regulations. In addition, it is uncertain whether or not applying complex regulatory compliance model intended for large financial institutions to small start-ups is appropriate since most existing regulations and rules are established and introduced without considering innovative tools such as mobile instruments, e-trade, and internet. Therefore, new mechanism to access to regulatory information in a more cost-effective, quick and immediate way should be created. Regulators, technological innovators, and financial customers should cooperate each other to find out appropriate solutions for those issues. Many regulators are introducing regulatory sandbox which provides service providers with opportunities to test their innovations, during the test, providing regulators with enough time to understand risks of innovations. However, regulatory sandbox is not a panacea for all challenges to FinTech innovations. Therefore, regulators should make comprehensive and multidimensional efforts including regulatory sandbox in supporting FinTech ecosystem.

Employee's Business Outlook Disclosed Through Social Media And Employment Growth : The Case of Jobplanet (소셜미디어를 통한 직원의 기업전망 평가와 고용증가와의 상관성 : 잡플래닛 기업전망을 대상으로)

  • Byeongsoo, Kim;Ju Young, Kang
    • Smart Media Journal
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    • v.11 no.10
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    • pp.9-21
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    • 2022
  • The recent expansion of the use of social media has served as an opportunity to express users' opinions in real time in various fields such as society, economy, politics, and culture, and brought many platforms that provide various information about companies. Among them, Glassdoor.com which started 2008 in US provides users with evaluations of the current and the former employees of their companies and also provides a outlooks for the company's growth Such a platform has the utility of providing necessary information to whom want to find a job or change jobs. In addition to this, variable studies have shown that the company information provided through these platforms is useful for investors as well. In this study, it was tested whether the corporate growth prospects of employees provided by Jobplanet, a platform with a typical function similar to Glassdoor.com in Korea, have predictive power to predict actual corporate growth. The forecast provided by Jobplanet and the company's financial indicator data received from FnGuide were collected and composed of panel data and analyzed using fixed effect model regression analysis. As a result, it was found that companies with positive prospects had higher employment growth than companies with negative prospects. When the outlook was neutral, the employment growth rate was higher than that of companies with a negative outlook.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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