The market size of e-Commerce in Japan was 15 trillion Yen in 2006, and B2C Internet shopping sales were over 6.57 trillion in 2009. Lakuten is a representative Internet shopping company whose market share is 45%. Lakuten has over 70,000 online stores and Japanese shoppers trust them based on the fair competition rule and pre-control system on e-commerce. Japanese consumers accept new technology rapidly and highly use Internet and mobile channel. This research analyse online shopping behaviors of Japan, a big e-commerce market. Internet shopping intention, satisfaction, and recommendation by Internet shopping motivations, perceived risks, shopping innovativeness were analyzed. A questionnaire survey of 464 Japanese consumer was performed and ANOVA, factor analysis, reliability test have done by SPSS 12.0. As the results, Internet shopping intentions were higher in groups of olders, higher innovativeness. House wives' satisfaction of Internet shopping is highest. High innovativeness group showed higher internet shopping motivation of economics, connivence, hedonic, and social. Student, women, and low income group perceives high risks to Internet shopping. Implications and further researches were suggested based on the results.
Purpose - This paper empirically investigates the predictors and main determinants of consumers' ratings of mobile applications in the Google Play Store. Using a linear and nonlinear model comparison to identify the function of users' review, in determining application rating across countries, this study estimates the direct effects of users' reviews on the application rating. In addition, extending our modelling into a sentimental analysis, this paper also aims to explore the effects of review polarity and subjectivity on the application rating, followed by an examination of the moderating effect of user reviews on the polarity-rating and subjectivity-rating relationships. Design/methodology - Our empirical model considers nonlinear association as well as linear causality between features and targets. This study employs competing theoretical frameworks - multiple regression, decision-tree and neural network models - to identify the predictors and main determinants of app ratings, using data from the Google Play Store. Using a cross-validation method, our analysis investigates the direct and moderating effects of predictors and main determinants of application ratings in a global app market. Findings - The main findings of this study can be summarized as follows: the number of user's review is positively associated with the ratings of a given app and it positively moderates the polarity-rating relationship. Applying the review polarity measured by a sentimental analysis to the modelling, it was found that the polarity is not significantly associated with the rating. This result best applies to the function of both positive and negative reviews in playing a word-of-mouth role, as well as serving as a channel for communication, leading to product innovation. Originality/value - Applying a proxy measured by binomial figures, previous studies have predominantly focused on positive and negative sentiment in examining the determinants of app ratings, assuming that they are significantly associated. Given the constraints to measurement of sentiment in current research, this paper employs sentimental analysis to measure the real integer for users' polarity and subjectivity. This paper also seeks to compare the suitability of three distinct models - linear regression, decision-tree and neural network models. Although a comparison between methodologies has long been considered important to the empirical approach, it has hitherto been underexplored in studies on the app market.
One of the major problems in the area of data mining is the size of the data, as most data set has huge volume these days. Streams of data are normally accumulated into data storages or databases. Transactions in internet, mobile devices and ubiquitous environment produce streams of data continuously. Some data set are just buried un-used inside huge data storage due to its huge size. Some data set is quickly lost as soon as it is created as it is not saved due to many reasons. How to use this large size data and to use data on stream efficiently are challenging questions in the study of data mining. Stream data is a data set that is accumulated to the data storage from a data source continuously. The size of this data set, in many cases, becomes increasingly large over time. To mine information from this massive data, it takes too many resources such as storage, money and time. These unique characteristics of the stream data make it difficult and expensive to store all the stream data sets accumulated over time. Otherwise, if one uses only recent or partial of data to mine information or pattern, there can be losses of valuable information, which can be useful. To avoid these problems, this study suggests a method efficiently accumulates information or patterns in the form of rule set over time. A rule set is mined from a data set in stream and this rule set is accumulated into a master rule set storage, which is also a model for real-time decision making. One of the main advantages of this method is that it takes much smaller storage space compared to the traditional method, which saves the whole data set. Another advantage of using this method is that the accumulated rule set is used as a prediction model. Prompt response to the request from users is possible anytime as the rule set is ready anytime to be used to make decisions. This makes real-time decision making possible, which is the greatest advantage of this method. Based on theories of ensemble approaches, combination of many different models can produce better prediction model in performance. The consolidated rule set actually covers all the data set while the traditional sampling approach only covers part of the whole data set. This study uses a stock market data that has a heterogeneous data set as the characteristic of data varies over time. The indexes in stock market data can fluctuate in different situations whenever there is an event influencing the stock market index. Therefore the variance of the values in each variable is large compared to that of the homogeneous data set. Prediction with heterogeneous data set is naturally much more difficult, compared to that of homogeneous data set as it is more difficult to predict in unpredictable situation. This study tests two general mining approaches and compare prediction performances of these two suggested methods with the method we suggest in this study. The first approach is inducing a rule set from the recent data set to predict new data set. The seocnd one is inducing a rule set from all the data which have been accumulated from the beginning every time one has to predict new data set. We found neither of these two is as good as the method of accumulated rule set in its performance. Furthermore, the study shows experiments with different prediction models. The first approach is building a prediction model only with more important rule sets and the second approach is the method using all the rule sets by assigning weights on the rules based on their performance. The second approach shows better performance compared to the first one. The experiments also show that the suggested method in this study can be an efficient approach for mining information and pattern with stream data. This method has a limitation of bounding its application to stock market data. More dynamic real-time steam data set is desirable for the application of this method. There is also another problem in this study. When the number of rules is increasing over time, it has to manage special rules such as redundant rules or conflicting rules efficiently.
The market for Home Meal Replacement (HMR), which is simple to cook and replace home cooking, is growing every year since customers need to find convenience and speed in purchasing, cooking, and consuming food. In addition, the purchase of HMR through online and mobile is increasing because convenience of purchasing through e-Commerce is growing. However, there are difficulties in analyzing complaints of customers who do not directly express their dissatisfaction with companies that sell products through online and mobile. Therefore, this study examines the influential relationship between customer's characteristics, dissatisfaction factors, complaint behavior, and repurchase intention of 20s who have dissatisfaction experience of purchasing HMR through online or mobile using SPSS and R. In addition, we attempt to analyze the degree of perceived dissatisfaction and its relevance even though customers did not directly experience dissatisfaction factors. As a result, it is meaningful to extend the study of customer dissatisfaction that is rarely handled in the existing HMR research, and to raise the understanding of customers for the management of complaints.
Interest in Fintech is extremely growing as O2O which means the binding of online and offline appears. The scale of private consumption in South korea reached about 700 trillion won, however, the online trading is only about 60 trillion won, which means 640 trillion won is still trading in offline. The reason the Fintech industry comes into the spotlight is because the foundation of related industries such as the rise of mobile traffic and the fast growth of the financial transaction through the mobile channel is forming. Especially, the introduction of payment systems among these Fintech industries offers convenience to the consumer. Mobile payment has been generalized in daily life such as utility bills and taxi fares. Use of O2O service in various industrial fields in commerce gives convenience to consumers and increase in sales to business in recent commercial transaction which is moving to on-demand channel services. People in smartphone life are supposed to find more convenient services for saving time using their phone, and this kind of environment makes the ordering goods and services through Fintech payments increase. The emergence of O2O services influences the development of Fintech industry and the emergence of convenient and reliable Fintech service through the deregulation of Fintech also affects the activation of O2O services. The complementary relationships between O2O services and Fintech would contribute to economic activation. From the standpoint of the researchers, I would like to further study the methods that can lead to a new paradigm of the financial payments industry through the development of Fintech and the drafts for the market expansion of the current offline commerce making it online in the advent of O2O services in variety industries.
Kim, Jae-Gwan;Lee, Dong-Min;Park, Min-Ju;Hwang, Seong-Ju;Lee, Seong-Nam;Gwak, Jun-Seop;Lee, Ji-Myeon
Proceedings of the Korean Vacuum Society Conference
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2012.02a
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pp.391-392
/
2012
In these days, the desire for the precise and tiny displays in mobile application has been increased strongly. Currently, laser displays ranging from large-size laser TV to mobile projectors, are commercially available or due to appear on the market [1]. In order to achieve a mobile projectors, the semiconductor laser diodes should be used as a laser source due to their size and weight. In this presentation, the continuous etch characteristics of Pd and AlGaN/GaN superlattice for the fabrication of blue laser diodes were investigated by using inductively coupled $CHF_3$ and $Cl_2$ -based plasma. The GaN laser diode samples were grown on the sapphire (0001) substrate using a metal organic chemical vapor deposition system. A Si-doped GaN layer was grown on the substrate, followed by growth of LD structures, including the active layers of InGaN/GaN quantum well and barriers layer, as shown in other literature [2], and the palladium was used as a p-type ohmic contact metal. The etch rate of AlGaN/GaN superlattice (2.5/2.5 nm for 100 periods) and n-GaN by using $Cl_2$ (90%)/Ar (10%) and $Cl_2$ (50%)/$CHF_3$ (50%) plasma chemistry, respectively. While when the $Cl_2$/Ar plasma were used, the etch rate of AlGaN/GaN superlattice shows a similar etch rate as that of n-GaN, the $Cl_2/CHF_3$ plasma shows decreased etch rate, compared with that of $Cl_2$/Ar plasma, especially for AlGaN/GaN superlattice. Furthermore, it was also found that the Pd which is deposited on top of the superlattice couldn't be etched with $Cl_2$/Ar plasma. It was indicating that the etching step should be separated into 2 steps for the Pd etching and the superlattice etching, respectively. The etched surface of stacked Pd/superlattice as a result of 2-step etching process including Pd etching ($Cl_2/CHF_3$) and SLs ($Cl_2$/Ar) etching, respectively. EDX results shows that the etched surface is a GaN waveguide free from the Al, indicating the SLs were fully removed by etching. Furthermore, the optical and electrical properties will be also investigated in this presentation. In summary, Pd/AlGaN/GaN SLs were successfully etched exploiting noble 2-step etching processes.
Journal of the Korea Institute of Information Security & Cryptology
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v.21
no.1
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pp.153-166
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2011
Recent trends in mobile device market whose services are rapidly expanding to provide wireless internet access are drawing people's attention to mobile security. Especially, since threats to information leakage are reaching to the critical level due to the frequent interchange of important data such as personal and financial information through wireless internet, various encryption algorithms has been developed to protect them. The encryption algorithms confront the serious threats by the appearance of side channel attack (SCA) which uses the physical leakage information such as timing, and power consumption, though the their robustness to threats is theoretically verified. Against the threats of SCA, researches including the performance and development direction of SCA should precede. Among tile SCA methods, the power analysis (PA) attack overcome this misalignment problem. The conventional methods require large computational power and they do not effectively deal with the delay changes in a power trace. To overcome the limitation of the conventional methods, we proposed a novel alignment method using peak matching. By computer simulations, we show the advantages of the proposed method compared to the conventional alignment methods.
Journal of Korea Entertainment Industry Association
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v.14
no.3
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pp.163-171
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2020
Currently, most of the mobile game market releases games through Google play and App Store, which have a high share. Because it uses a third-party platform, only the payment API system provided must be used, and third-party platform pays the game company after excluding certain fees. Because game companies do not know whether or not to refund items and cannot get back items through third party transactions, users and professional websites are continuously appearing that exploit refunds. In this thesis, after analyzing problems of existing payment method and presenting a payment model using blockchain smart contract, we analyzed differences from existing model in terms of transparency, decentralization(fee), efficiency, and as a result, payment model using smart contract has low commission through P2P transaction without third parties and transparent transaction record, preventing item forgery and refund. Later, the proposed payment model would lead to the culling of companies acting on behalf of refunds for words that deviate from moral ethics such as "Refund OK even with items" and resolve the problem of unreasonable fees that arise through third-party platforms.
International Journal of Internet, Broadcasting and Communication
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v.14
no.3
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pp.115-130
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2022
Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.
O, Ji-Soo;Kang, Jeong-Jin;Lim, Myung-Jae;Lee, Ki-Young
The Journal of the Institute of Internet, Broadcasting and Communication
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v.10
no.1
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pp.57-62
/
2010
Recently in the mobile market, the communication technology which bases on the sense of sight, sound, and touch has been developed. However, human beings uses all five - vision, auditory, palatory, olfactory, and tactile - senses to communicate. Therefore, the current paper presents a technology which enables individuals to be aware of other people's emotions through a machinery device. This is achieved by the machine perceiving the tone of the voice, body temperature, pulse, and other biometric signals to recognize the emotion the dispatching individual is experiencing. Once the emotion is recognized, a scent is emitted to the receiving individual. A system which coordinates the emission of scent according to emotional changes is proposed.
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