• 제목/요약/키워드: online information system

검색결과 1,707건 처리시간 0.028초

MMORPG의 버전업 전략을 통한 이용자 유지: 시뮬레이션 기법을 활용한 업데이트와 CRM전략 분석 (Simulation Analysis of Version Up Strategy for Holding Online Game Customers through Update and CRM)

  • 노태우;백수정;이상근
    • 한국정보시스템학회지:정보시스템연구
    • /
    • 제17권4호
    • /
    • pp.281-299
    • /
    • 2008
  • An online game is popular topic due to the increased total online game market volume nowadays. Even though many studies on an online game are released, most studies have used survey method that reveal only section of the situation like a snapshot. For this reason, previous studies have a little limitation that does not show dynamically changing issues like a product life cycle and change in customer's satisfaction. Because of this, we researched on an online game with the system dynamic model which can show dynamic simulation to analysis time series data. We chose MMORPG (Massively Multi-play Online Role Playing Game) in sort of an online game because it has many absorbing factors and enthusiastic users. We assumed that the game developer is ready for updated version game and release that periodically and focused on dormant users who used to be enthusiastic about MMORPG and designed simulation model which analyze how to influence of update and CRM strategy on users. The simulation results showed that the update has positive influences to gather new users and hold established users and CRM strategies help to prevent dormant users from transferring to rivals to offer them re-absorbing factors. Through this study, we confirmed importance of update on a online game and suggested the necessity to introduce CRM strategy in an online game market.

신뢰성 향상을 위한 이더리움 블록체인 기반의 온라인 투표 시스템 (An Online Voting System based on Ethereum Block-Chain for Enhancing Reliability)

  • 김철진
    • 한국산학기술학회논문지
    • /
    • 제19권4호
    • /
    • pp.563-570
    • /
    • 2018
  • 기존의 온라인 투표가 보안 위협에 대한 불확실성 때문에 공적 선거에 활용되지 못하고 있으며 오프라인 투표로 인해 막대한 비용이 소요되고 있다. 이에 대한 대안으로 블록체인 기술이 대두되고 있다. 블록체인 기술을 온라인 투표에 적용하면 투표자 정보 및 집계 정보를 분산 관리하므로 투명성과 기밀성이 보장될 수 있을 것이다. 블록체인은 투표 정보에 대해 분산관리하므로 기존의 중앙 서버 기반의 온라인 투표 시스템보다 보안 위협으로 부터 안전할 것이다. 이와 같이 블록체인 기술이 공적 선거에 적용되어 투표 정보의 투명성과 기밀성이 보장된다면 투표로 인한 비용을 획기적으로 감소시킬 수 있을 것이다. 본 연구에서는 블록체인 기술 중에 이더리움 기술을 온라인 투표시스템에 적용 개발하고자 한다. 이더리움은 확장성이 뛰어난 블록체인 기술로서 솔리디티 언어 기반의 스마트 컨트랙트를 제공한다. 이더리움의 스마트 컨트랙트를 이용하여 온라인 투표 컨트랙트를 개발하고 각 투표자에게 컨트랙트를 배포한다. 각 투표자는 배포 받은 컨트랙트에 투표하며 투표한 집계는 다른 투표자들에게 분산 저장된다. 실험에서는 저장된 투표 집계 정보에 대해 일관성을 검증한다.

웹기반 온라인 실시간 공급지장비용추정 정보시스템의 기초개발 (Basic Web Based Online Real-time Information System for Outage Cost Assessment)

  • 오태곤;조경희;임진택;최재석;전동훈;정호진;송태호
    • 대한전기학회:학술대회논문집
    • /
    • 대한전기학회 2011년도 제42회 하계학술대회
    • /
    • pp.359-360
    • /
    • 2011
  • This paper proposes a Web Based Online Real-time Information System for Outage Cost Assessment. This system developed in this study is just only prototype as previous stage but no commercial system. Using this system, the evaluation of reliability worth is the customer cost associated with a loss of supply may be assessed and the information will be serviced online real time on smart phone.

  • PDF

온라인 플랫폼을 활용한 수산식품 구매요인 우선순위 분석: AHP 기법을 활용하여 (Priority Analysis for Consumers' Purchasing Factors of Seafood Online Using AHP Method)

  • 정현기;기해경;박세현
    • 아태비즈니스연구
    • /
    • 제13권3호
    • /
    • pp.449-461
    • /
    • 2022
  • Purpose - The purpose of this study to explore factors consumers prioritize when purchasing seafood online. The originality of the study lies on adopting AHP-based approach in analyzing prioritized purchasing factors of seafood online. Design/methodology/approach - A survey was conducted targeting Korean consumers who have purchased seafood online. AHP method was applied to rank factors consumers prioritize before making decision. Findings - First, product's factor ranked first among other high level factors including delivery service, seller, online platform. Second, sanitation, taste, country of origin ranked first, second, third respectively, within product's factors. Third, safe delivery, timeliness, information accuracy ranked first, second, third respectively, within delivery factors. Fourth, consumer reviews, consumer response ability, promotion ranked first, second, third within seller factors. Fifth, Personal information management system, credibility, user-friendliness ranked first, second, third, within online platform factors. Research implications or Originality - To activate seafood online market, it is crucial to assure consumers that the seafood is well managed in a sanitary way from the production site to table. Existing government programs such as seafood traceability system, HACCP, and cold-chain infrastructure needs improvement. Due to highly perishable characteristic of seafood, delivery factors matter when purchasing online. Online platforms needs to continue to improve delivery service. Seafood products are mostly not branded and without objective information about their properties. Creating quality classification and seafood brands are likely to help consumers chose seafood online.

온라인 쇼핑 플랫폼의 개인화 추천 시스템이 소비자의 구매의도에 미치는 영향 (The Effect of the Personalized Recommendation System of Online Shopping Platform on Consumers' Purchase Intention)

  • 로영영;김종기
    • 경영정보학연구
    • /
    • 제25권4호
    • /
    • pp.67-87
    • /
    • 2023
  • 온라인 쇼핑 플랫폼은 개인화 추천 시스템을 활용하여 소비자의 개인 정보와 행동 데이터를 수집, 분석 및 마이닝을 통해 소비자에게 맞춤형 추천 서비스를 제공함으로써 소비자의 잠재적인 쇼핑 욕구를 자극한다. 본 연구는 S-O-R 모델을 기반으로 온라인 쇼핑 추천이 구매의도에 미치는 영양을 분석하기 위하여 시스템 품질인 다양성과 정확성, 정보 품질인 설득력과 완전성을 외부 자극으로 설정하고, 신뢰 및 지각된 가치에 따른 소비자의 심리상태 하 유기체로 설정하여 구매의도 간에 관계를 탐구하였다. 온라인 쇼핑 플랫폼을 이용하는 소비자를 대상으로 설문조사를 실시하였다. 분석결과는 개인화 추천 시스템의 품질과 정보 품질이 신뢰와 지각된 가치에 미치는 영향에 대한 가설이 모두 채택되었다. 신뢰가 시스템 품질, 정보 품질에 대한 구매의도와의 관계에서 매개역할을 확인하였으며 지각된 가치는 정보 품질에 대한 구매의도와의 관계에서 매개역할을 확인하였다. 추천 시스템이 제공하는 콘텐츠는 소비자 경험을 개선하고 소비자의 수용 정도를 높일 수 있는 방향으로 설계되어야 한다는 시사점을 도출하였다.

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
    • /
    • 제11권3호
    • /
    • pp.1-21
    • /
    • 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.

  • PDF

지각된 혜택과 이용자 충성도 분석모형-대학의 온라인 수업 시스템 (Perceived Benefits and User Loyalty Analysis Model - College Online Class System)

  • 김종원;김대길
    • 경영정보학연구
    • /
    • 제25권4호
    • /
    • pp.249-263
    • /
    • 2023
  • 본 연구는 대학의 온라인 수업 시스템을 사용함에 있어 이용자의 인지된 혜택이 만족도와 충성도에 어떠한 영향을 미치는가를 알아보았다. 또한 충성도의 개념을 인지적, 감정적, 의도적, 행위적 충성도로 구분하고, 단계적으로 미치는 영향을 살펴보았다. 대학의 온라인 수업시스템 이용경험이 있는 298명의 대학생으로부터 수집한 설문 조사 데이터를 바탕으로 분석하였다. 설문결과, 지각된 실용적 혜택과 상징적 혜택이 온라인수업 시스템만족도에 양의 영향을 미쳤지만, 감정적 혜택은 만족도에 유의한 영향을 미치지 못하는 것으로 분석되었다. 또한, 지각된 혜택으로 형성된 온라인수업 시스템만족도는 인지적 충성도가 감성적 충성도에 유의한 양의 영향을 미치는 것으로 나타났고, 능동적 충성도와 행동적 충성도에 단계적으로 유의한 양의 영향을 미치는 것으로 나타났다. 본 연구는 대학의 온라인수업 시스템 이용자의 지각된 혜택이 만족도에 미치는 영향과 충성도의 4단계 형성과정에 미치는 영향을 실증적으로 분석하였다는 점에 의미를 부여할 수 있다.

영유아 온라인 건강정보의 질 평가 (Quality Evaluation of Online Health Information Related to Young Child)

  • 손현미;제민지;손영실
    • Child Health Nursing Research
    • /
    • 제24권1호
    • /
    • pp.91-100
    • /
    • 2018
  • Purpose: This study was to evaluate the quality of online health information related to infants and preschoolers accessible through mobile applications and websites. Methods: Using combinations of the terms 'infant', 'preschooler', and 'health' as the main keyword or categories, the researchers searched relevant mobile applications and websites in Korean application markets and popular search engines. Twelve mobile application and 14 websites were finally selected according to our inclusion criteria and evaluated using DISCERN instrument. Results: The overall quality score of online health information available through mobile applications was 2.00 of 5 points, the reliability score was 2.15, and the quality score was 1.76. The overall quality score of online health information available through websites was 2.29, the reliability score was 2.40, and the quality score was 1.82. Conclusion: The quality of online health information related to young children was found to be low and to have potentially significant drawbacks according to DISCERN criteria. Therefore, it is necessary to establish a system to evaluate and regulate the quality of online health information. Additionally, factors that readers can use to judge the quality of health information, such as references and the benefit versus risks of the information, should be provided.

Comparing the Effects of Two Methods of Education (Online versus Offline) and Gender on Information Security Behaviors

  • Minjung Park;Sangmi Chai
    • Asia pacific journal of information systems
    • /
    • 제30권2호
    • /
    • pp.308-327
    • /
    • 2020
  • The importance of information security is increasing, and various efforts are being made to improve users' information security behaviors. Among these various efforts, information security education is mainly aimed at providing users with information security knowledge and improving information security awareness. This study classified the types of information security education into offline and online to examine the effects of each education method on attitudes toward information security (perceived severity, vulnerability, self-efficacy and response-efficacy) and information security behaviors. A survey was conducted for users with information security education experiences. The results obtained by comparing the differences in the path coefficients of personal information security behaviors according to information security education experiences showed that security behaviors were more significant in the online experience group than the offline group. In addition, gender differences were analyzed, and it was found that females had a greater impact on information security attitudes than males. This study also found that among Internet users with online information security education experience, females tend to have more information security behavior than males, but there were contrasting results among users with offline information security education experiences. The results of this study finally address the necessity of reflecting users' personalities in the systematic design of information security education in the future. Furthermore, the results of this study support the need for an appropriate education system that sufficiently understands education types to maximize the effects of information security education.

플랫폼기반 ERP+ 시스템 설계에 관한 연구 (A Study of Platform-Based ERP+ System Design)

  • 승지초;김창해;권영직
    • Journal of Information Technology Applications and Management
    • /
    • 제22권4호
    • /
    • pp.95-103
    • /
    • 2015
  • In this paper, we designed a platform-based $ERP^+$ system, which integrates ERP system and SCM system. With platform-based technology we can connect online and offline platforms, enterprise management systems, and government systems. In our research, first we examined the problems of the existing ERP systems, and second we discussed all basic tasks of our $ERP^+$ system. We also designed several modules for this platform-based system and system network. Our results showed that a platform-based $ERP^+$ system can effectively manage the information and the human/material resources, by using O2O (online to offline) technic. Even different systems can be integrated effectively. It can reduce the costs of enterprise management activities, enhance the enterprise competitiveness.