• 제목/요약/키워드: online business system

검색결과 500건 처리시간 0.027초

온라인 협업 시스템을 통한 프로젝트 성과 창출 메커니즘 연구 : 개인특성, 관계특성, 시스템특성을 중심으로 (Project Performance Creation Mechanism through Online Collaboration System : Focusing on Individual, Relational, and System Characteristics)

  • 박준영;서봉군;박도형
    • Journal of Information Technology Applications and Management
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    • 제25권1호
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    • pp.47-66
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    • 2018
  • The development of IT is transforming from the way it has been working face-to-face in performing projects to the online collaboration method using web-based tools. Therefore, various online collaboration tools are being developed and commercialized, including 'Google Docs', which is called the online office. Using these online collaboration tools, users can share documents with other users and collaborate in real time. Therefore, in recent years, companies and educational institutions have been using online collaboration tools to carry out tasks and projects that require collaboration. Various factors can affect the project performance satisfaction through online collaboration tools. In this regard, it is necessary to confirm the factors affecting the satisfaction of the project performance. However, there is not enough empirical research on the satisfaction of the performance through the online collaboration tool. Therefore, this study will investigate the mechanism of project performance satisfaction through online collaboration tool considering the Individual characteristics of the project performing subject, the relationship characteristics between the project members, and the system characteristics of the collaboration tool.

Offline-to-Online Service and Big Data Analysis for End-to-end Freight Management System

  • Selvaraj, Suganya;Kim, Hanjun;Choi, Eunmi
    • Journal of Information Processing Systems
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    • 제16권2호
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    • pp.377-393
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    • 2020
  • Freight management systems require a new business model for rapid decision making to improve their business processes by dynamically analyzing the previous experience data. Moreover, the amount of data generated by daily business activities to be analyzed for making better decisions is enormous. Online-to-offline or offline-to-online (O2O) is an electronic commerce (e-commerce) model used to combine the online and physical services. Data analysis is usually performed offline. In the present paper, to extend its benefits to online and to efficiently apply the big data analysis to the freight management system, we suggested a system architecture based on O2O services. We analyzed and extracted the useful knowledge from the real-time freight data for the period 2014-2017 aiming at further business development. The proposed system was deemed useful for truck management companies as it allowed dynamically obtaining the big data analysis results based on O2O services, which were used to optimize logistic freight, improve customer services, predict customer expectation, reduce costs and overhead by improving profit margins, and perform load balancing.

시스템 다이내믹스를 이용한 온라인 지불결제 서비스 수용에 관한 분석 (Analyzing the Adoption of Online Payment using System Dynamics)

  • 무홍레이;이영찬
    • 산업융합연구
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    • 제16권1호
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    • pp.1-14
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    • 2018
  • 온라인 소매업은 인터넷 기반 회사들에게 전 세계의 온라인 고객들과 연결될 수 있는 기회를 제공했다. 그러나 많은 고객들은 온라인 지불결제 서비스의 위험성이나 사용의 어려움으로 인해 원하는 상품을 선택하고도 온라인에서 거래를 완료하지 못하는 경우가 종종 있다. 그동안 많은 연구자들이 온라인 지불결제에 영향을 미치는 요인들을 조사했지만 온라인 시장 환경이 급격하게 변화되면서 향후 5년 또는 10년 후의 전개될 상황을 예측하기란 매우 어렵다. 본 연구의 목적은 온라인 지불결제에 영향을 미치는 요인들을 검토하고 제3자 결제 회사 및 온라인 서비스 제공 업체에게 장기적인 동태적 의사 결정 모형을 제공하는데 있다. 이를 위해 본 연구는 온라인 지불결제 서비스 수용 모형을 개발하고 향후 10년 동안 전개될 상황을 시뮬레이션하기 위해 시스템 다이내믹스 기법을 사용하였다. 분석결과 온라인 지불결제 고객은 10년 안에 지속적으로 증가할 것이며 핵심 영향 요인으로는 서비스 품질, 시스템 품질 및 예상 소요시간인 것으로 나타났다.

다중이용자 온라인 게임에서 신규 비즈니스 모델의 도식화에 관하여 (Mapping Emerging Business Models in Massively Multiplayer Online Games)

  • 정윤호;권혁인
    • 한국IT서비스학회지
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    • 제5권3호
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    • pp.137-150
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    • 2006
  • The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility. The authors claim that these mappings can enable readers, managers and IT experts, to build new insights onto such Business Models and develop requirements for Information System infrastructure. When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.

Students' Online Fashion Studio Class Experience and Factors Affecting Their Class Satisfaction

  • Lee, Jungmin;Lee, MiYoung
    • 패션비즈니스
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    • 제24권6호
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    • pp.135-147
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    • 2020
  • This study explored students' online fashion studio class experiences, and investigated the factors affecting their class satisfaction. An online survey of college students who were enrolled in online studio classes within apparel and fashion-related departments during the spring of 2020 was conducted in June 2020. Responses from a total of 213 participants were included in the final data. Respondents rated lecture clips as the most useful, followed by teacher demonstration and feedback, PowerPoint (PPT) supplements, and Q&As. Frequently mentioned areas of improvement were online platform stability and video quality. Many respondents also stated that more streamlined teacher-student communication channels, immediate and meticulous teacher feedback, the adoption of course contents developed specifically for an online environment, and provisions for equipment usage would be desirable. Student satisfaction of an online fashion design studio class was significantly affected by teaching presence, social presence, online learning system stability, perceived usefulness of teacher's demonstration, and affective response toward COVID-19. Students satisfaction of an online garment construction studio class was significantly affected by teaching and social presence, online learning system stability, and perceived usefulness of teacher's demonstration. Based on these findings, we recommend developing teaching contents and methods that allow students to feel included in class and establish an online system with various functions to enhance the sense of social connection that can enable two-way communication.

고객 충성도(Customer Loyalty)에 영향을 미치는 온라인 게임의 중요 요소에 대한 LISREL 모델 분석 (A Structured Analysis Model of Customer Loyalty in Online Games)

  • 최동성;박성준;김진우
    • Asia pacific journal of information systems
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    • 제11권3호
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    • pp.1-21
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    • 2001
  • In recent years, the market for online computer games has become an important part in the entertainment industry. New online games have been introduced every month and the numbers of game players who are playing online games have grown rapidly. However, only a few online games have been successful in making a good profit among many online games. Why are most players playing only a few online games repeatedly? To answer the question, this research focuses on the customer loyalty and their optimal experience(flow) in playing specific online games. This research hypothesizes that customer loyalty for specific online game can be increased by customers' optimal experience(flow) in playing it, and they would feel optimal experience because of mechanic and social interaction in online games. In order to validate the hypothesis, this research analyzes online survey data of players of various online games. According to this survey results, players' optimal experience is affected by their mechanic interaction between a player and an online game system, and their social interaction with other players who participated in the online game. And their optimal experience during playing the online game affects the degree of customer loyalty to the game. This paper ends with conclusions of the survey results and study limits.

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웹 로그분석을 이용한 실시간 온라인 마케팅 시스템 설계 및 개발에 관한 연구 (A Study on the Development of Realtime Online Maketing System Using Web Log Analytics)

  • 오재훈;김재훈;김종우
    • 한국전자거래학회지
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    • 제16권3호
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    • pp.249-261
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    • 2011
  • e-Business 시장의 폭발적 성장으로 기존의 오프라인 기업들이 e-Business 시장으로 진입하게 되었으며, 이는 e-Business 시장의 과도한 경쟁을 야기 시켰다. 이에 기업들은 키워드 광고, 이메일 광고, 배너 광고 등의 온라인 마케팅에 대한 투자를 확대하고 있다. 그러나 기존의 온라인 마케팅 방법들은 방문자를 사이트로 유입시키는 데에만 초점을 맞추고 있으며, 방문자들이 사이트로 유입 후 구매로 전환시키기 위한 방법을 제시하지 못함으로써 마케팅의 투자 대비 효과는 점점 감소하고 있다. 본 논문에서는 사이트에 유입된 방문자를 대상으로 전환율을 높임으로써 마케팅의 효과를 높일 수 있는 실시간 온라인 마케팅 시스템 (ROMS: Realtime Online Marketing System)을 제안하고 개발하였다. ROMS는 방문자 행동을 실시간으로 수집하여 방문자 행동을 분석함으로써 방문자의 정보 및 행동을 실시간으로 모니터링 할 수 있으며, 방문자의 컨텍스트 특성에 따라 개인화된 마케팅을 수행할 수 있다.

비대면 교육 환경에서 온라인 협업 툴 사용의도에 영향을 미치는 요인에 관한 연구 (A Study on Factors Affecting Intention to Use Online Collaboration Tools for the Non-Face-to-Face Educational Environment)

  • 서재이;안선주;최정일
    • 품질경영학회지
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    • 제50권3호
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    • pp.571-591
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    • 2022
  • Purpose: The purpose of this study is to examine the factors affecting the intention to use online collaboration tools for non-face-to-face educational environment in the perspective of the learners. Methods: For empirical analysis, the survey of this study was administered with data that were limited to experienced learners using online collaboration tools such as Google Docs, Allo, Padlet, and Slido in online education environments such as Zoom, Webex, MS Teams, etc. and valid 400 data were analyzed by SPSS(ver 22.0) and R(ver 4.1.0) program package. Results: The results of empirical analysis showed that performance expectancy were found to have an effect on reliability of system quality, empathy of service quality, playfulness and informativity of content quality among the characteristics of online collaboration tools. On the other hand, it was found that the security of system quality, responsiveness of service quality, and extroversion of user personality characteristics did not affect. It was analyzed that playfulness had the greatest positive effect, followed by informativity, empathy, and reliability. Among the characteristics of online collaboration tools, it was found that the reliability and security of system quality and informativity of content quality had an effect on the effort expectancy. It was analyzed that informativity has the greatest influence, followed by security and reliability. Conclusion: This study is meaningful in that it examines the perspectives of users and learners, who can be said to be the end customers of online collaboration tools. Based on the results of this study, it is expected that not only platform operators that provide online collaborative tools, but also providers that use online collaboration tools will have a significant impact on the development of edutech and infrastructure in the educational environment.

Antecedents of Online Shopping Success: A Reexamination and Extension

  • Kang, Young Sik;Kim, Jeoungkun;Min, Jinyoung
    • Asia pacific journal of information systems
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    • 제26권3호
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    • pp.393-426
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    • 2016
  • The qualities of the technological artifact of online shopping websites and the overall support delivered by the service provider through the website are generally agreed to be crucial elements in creating customer satisfaction and loyalty. However, a lack of consensus exists on how those qualities are related to each other, what they consist of, and how they can be conceptualized. Based on relevant literature and using a servicescape framework as a theoretical lens, we divide online shopping website qualities into information and system qualities and argue that both factors affect service quality. We conceptualize each of the three types of quality as a second-order formative construct comprising its most salient quality dimensions: information quality consisting of reliability, understandability, currency, and relevance; system quality consisting of usability, availability, and responsiveness; and service quality consisting of efficiency and fulfillment. Our model of how information, system, and service qualities are related to one another and to customer satisfaction and loyalty is then tested empirically with a data set of 570 online shopping customers. Our integrated model reconciles the seemingly contradictory conceptualizations of previous researchers and provides an effective way to create customer satisfaction and loyalty.

오프라인 상점의 개인화 (Personalization of Brick-and-Mortar Retail Stores)

  • 김찬영;조윤호
    • 지능정보연구
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    • 제14권4호
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    • pp.117-134
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    • 2008
  • 온라인 시장의 매출 성장률은 오프라인 시장을 크게 앞지르고 있으며 그 원인은 상점의 개인화를 통한 쇼핑 시간 절약, 상대적 편이성으로 알려져 있다. 온라인 상점의 개인화는 인터넷, 웹 테크놀로지가 제공하는 고객 쇼핑 행태에 관한 다양하고 상세한 고객의 쇼핑 데이터의 사용으로 가능하다. 과거에는 오프라인 상점에게 이와 같은 데이터가 제공될 수 없었으나, 최근 확산되고 있는 RFID 기술은 오프라인 상점에게 상점의 개인화라는 새로운 기회와 가능성을 제공한다. 본 논문에서는 오프라인 상점이 온라인 상점과의 상대적 경쟁력 향상을 위하여 그들 상점의 개인화에 사용할 수 있는 BRIMPS(BRIck-and-Mortar Personalization System) 시스템을 제안한다.

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