• Title/Summary/Keyword: online services

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Pet Shop Recommendation System based on Implicit Feedback (암묵적 피드백 기반 반려동물 용품 추천 시스템)

  • Choi, Heeyoul;Kang, Yunhee;Kang, Myungju
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1561-1566
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    • 2017
  • Due to the advances in machine learning and artificial intelligence technologies, many new services have become available. Among such services, recommendation systems have already been successfully applied to commercial services and made profits as in online shopping malls. Most recommendation algorithms in commercial services are based on content analysis or explicit feedback rates as in movie recommendations. However, many online shopping malls have difficulties in content analysis or are lacking explicit feedbacks on their items, which results in no recommendation system for their items. Even for such service systems, user log data is easily available, and if recommendations are possible with such log data, the quality of their service can be improved. In this paper, we extract implicit feedback like click information for items from log data and provide a recommendation system based on the implicit feedback. The proposed system is applied to a real in-service online shopping mall.

A Study on User Experience of the Security in Online Trading of used goods -Focused on Danggeun Market and Bungae Jangter- (중고거래 온라인 플랫폼의 보안을 위한 사용자 경험 연구 -당근마켓, 번개장터 중심으로-)

  • Park, Ga-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.313-318
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    • 2021
  • The purpose is to measure user experience in security-related services, focusing on Danggeun Market and Bungae Jangter, which are representative services in Korea among online trading of used goods. Using mobile applications, qualitative and quantitative research by conducting task experiments and surveys and in-depth interviews. As a result of the study, active interfaces are needed to make it easier for users to recognize safety and security services within current used trading platforms, a secure settlement method that benefits sellers, and services being provided to enhance security also need to consider graphical elements. This study is expected to help the continued development of safe used trading platforms considering security aspects on C2C-type platforms where buyers become sellers.

An Analysis of On-Line and Offline Services for Customized Cosmetics in Korea (국내 맞춤형 화장품 온·오 프라인 서비스 분석)

  • Kim, JiYoung;Shin, Saeyoung;Nam, Hyunwoo
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.460-470
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    • 2022
  • Customized cosmetics are emerging as a consumer product that companies should pay attention to in the beauty industry due to the combination of market trends and institutional introduction of customized cosmetics. In this study, six offline service brands and online service brands currently in Korea were selected to understand the current status of domestic customized cosmetics online and offline services and to derive detailed characteristics, and the cases of each brand were analyzed. The results are as follows. First, customized cosmetics services could be classified online and offline. Second, customized cosmetics brands could be divided into general brand types and brand extension types. Third, skin data measurements could be classified into genetic analysis, big data-based surveys, and device measurements. Fourth, customized cosmetics manufacturing could be classified into a device manufacturing system, a consultant manufacturing system, and an individual production process system. Fifth, customized cosmetics distribution and delivery could be classified into same-day sales, general delivery, and regular delivery. The results of this study are meaningful in that they have identified and analyzed the current status of personalized cosmetics on-line and offline systems in recent trends, and it was confirmed that creative attempts in the domestic customized cosmetics market continue to change. It is hoped that this study will provide information and ideas to the beauty industry and related experts in the future and be used as basic data for customized cosmetics marketing

The Role of Content Services Within a Firm's Internet Service Portfolio: Case Studies of Naver Webtoon and Google YouTube (기업의 인터넷 서비스 포트폴리오 내 콘텐츠 서비스의 역할: 네이버 웹툰과 구글 유튜브의 사례 연구)

  • Choi, Jiwon;Cho, Wooje;Jung, Yoonhyuk;Kwon, YoungOk
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.1-28
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    • 2022
  • In recent years, many Internet giants have begun providing their own content services, which attract online users by offering personalized services based on artificial intelligence technologies. This study investigates the role of two firms' content services within the firms' online service network. We examine the role of Naver Webtoon, which can be characterized as a professional-generated content, within Naver's service portfolio, and that of Google YouTube, which can be characterized as a user-generated content, within Google's service portfolio. Using survey data on viewers' use of the two services, we analyze a valued directed service network, where a node denotes an online service and a relationship between two nodes denotes a sequential use of two services. We found that both Webtoon and YouTube show higher out-degree centrality than in-degree centrality, which implies these content services are more likely to be starting services rather than arriving services within the firms' interactive network. The gap between the out-degree and in-degree centrality of YouTube is much smaller than that of Webtoon. The high centrality of YouTube, a user-generated content service, within the Google service network shows that YouTube's initial role of providing specific-content videos (e.g., entertainment) has expanded into a general search service for users.

A Study on the Recognition of Users and Librarians of Obstructive Factors in Online Reference Services (온라인참고서비스의 장애요인에 대한 이용자 및 사서의 인식조사 연구)

  • Noh, Younghee;Park, Hyejin;Shin, Youngji
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.1
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    • pp.133-159
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    • 2016
  • The purpose of this study is to analyze related studies and domestic/international online reference cases, extract obstructive factors present in online reference services, and reveal whether or not there are differences in perception between the university librarian and the users. The results with respect to the failure of the resources revealed that while the user considers the quantitative / qualitative shortage of content as the greatest obstacle in the online reference service, librarians see the lack of human resources (Specialist Librarian / trained staff) in this light. Users think this is the least of the problems. In addition, other obstacles that are the most highly evaluated by librarians are, in order, the limitation of service because of copyright issues, the difficulty of information retrieval and complexity of methods of use, and a general lack of information in the reference services menu and missing information in the main menu. For the users the other most important obstacles were similar with the limitation of service because of copyright issues being highest, followed by the difficulty of access because of the confusion over service names, and the general lack of information in the reference services menu and missing information in the main menu.

An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence (온라인 게임의 애호도에 관한 실증적 연구: 상호작용성과 현존감을 중심으로)

  • Um Myoungyong;Kim Taeung;Kim Chungkoo
    • Korean Management Science Review
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    • v.22 no.1
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    • pp.47-66
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    • 2005
  • Online game business has emerged as the most lucrative entertainment Industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games Into the main-stream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from in vestigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence, flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

An Exploratory Study for Investigating Relationship between Players′ Intention to Play, Flow and Interactivity in On-line Games (온라인 게임의 향후 이용의도, 플로우, 상호작용성에 관한 실증적 연구)

  • 엄명용;김태웅
    • Journal of Technology Innovation
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    • v.12 no.1
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    • pp.241-269
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously n this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' intentions to play, flow, and the impacts of several other key game-related constructs n consumer behavioral intentions. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' behavioral intentions to play, flow, and interactions. Other interesting results concerning game development strategy are also provided.

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Consumers' Choice for Fresh Food at Online Shopping in the Time of Covid19

  • LEE, Su-Han;KWAK, Min-Kyu;CHA, Seong-Soo
    • Journal of Distribution Science
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    • v.18 no.9
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    • pp.45-53
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    • 2020
  • Purpose: This study aims at investigating consumers' choice in online food purchasing behavior and the impact on repurchase for fresh food delivery which has recently shown rapid growth in Korea. The study focuses on the user experience factors af fecting satisfaction and intention to continuously use the online food market. Research design, data and methodology: The survey was conducted by 309 people who had purchased fresh food online, and the analysis was conducted using SPSS and AMOS. Structural Equation Modeling was used for the analysis for the verification of hypotheses. The factors that consumers value when ordering fresh food delivery services were defined as system quality, service quality, commodity quality, brand characteristics, and economics from the preceding study and the relationship between satisfaction and willingness to repurchase was verified. Results: When consumers purchase fresh food online, system quality, product quality, brand characteristics, and economics have had a significant impact on satisfaction. Meanwhile, of the five optional attributes of consumers, only economic efficiency has been verified to have a statistically significant impact on repurchase intentions. Conclusions: The results of the study suggested factors that consumers consider important when ordering fresh food online, providing basic data for companies to develop related strategies.

A Study on the Formation and Impact of Online Friendship Desire in SNS Gifting (SNS 선물하기에서 친교욕구의 형성 및 그 영향력 연구)

  • Lee, Ju-Young;Lee, So-Hyun;Kim, Hee-Woong
    • Knowledge Management Research
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    • v.15 no.2
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    • pp.107-128
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    • 2014
  • From old times, companies have created profits by developing business models utilizing their friendship with customers, so the relationships can be connected to the activity giving a gift. This activity of giving a gift is developed as the service of giving gifts via social network services (SNS) as the use of SNS and smart phones is recently increased in relation to that, this study set the online friendship desire and the SNS gift convenience as the intrinsic motive and the extrinsic motive of the SNS gift behavior, respectively. This study identified how the interactivity's sub factors influenced on the online friendship desire/SNS gift convenience by reorganizing the interactivity's sub factors in the mobile context. As the results of this study, it was found that the connectedness, the synchronicity and playfulness positively influenced on the online friendship desire for the SNS gift convenience, the only connectedness positively influenced on it. And it was identified that the SNS gift convenience and the online friendship desire positively influenced on the SNS gift intention. This study is academically meaningful in that it conducted an empirical research by focusing on the friendship desire in relation to the SNS gift. Besides, through the results of this study, the online friendship desire and the SNS gift convenience will have to be considered as providing any SNS gift service, and that is expected to create knowledge for SNS business model to companies.

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A Study on Design and Implementation of Automatic Product Information Indexing and Retrieval System for Online Comparison Shopping on the Web (웹 상의 온라인 비교 쇼핑을 위한 상품 정보 자동 색인 및 검색 시스템의 설계 및 구현에 대한 연구)

  • 강대기;이제선;함호상
    • The Journal of Society for e-Business Studies
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    • v.3 no.2
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    • pp.57-71
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    • 1998
  • In this paper, we describe the approaches of shopping agents and directory services for online comparison shopping on the web, and propose an information indexing and retrieval system, named InfoEye, with a new method for automatic extraction of product information. The developed method is based on the knowledge about presentation of the product information on the Web. The method from the knowledge about presentation of the product information is derived from both the point that online stores display their products to customers in easy-to-browse ways and heuristics made of analyses of product information look-and-feel of domestic online stores. In indexing process, the method is applied to product information extraction from Hypertext Markup Language (HTML) documents collected by a mirroring robot from online stores. We have made InfoEye to a readily usable stage and transferred the technology to Webnara commercial shopping engine. The proposed system is a cutting-edge solution to help customers as a shopping expert by providing information about the reasonable price of a product from dozens of online stores, saving customers shopping time, giving information about new products, and comparing quality factors of products in a same category.

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