• Title/Summary/Keyword: online-order

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A study on the Activation Plan for On-line Shopping Mall handing Fresh Logistics (신선물류 취급 온라인 쇼핑몰업체의 활성화 방안에 대한 연구)

  • Park, Sung-Hoon;Nam, Tae-Hyun;Cha, Young-Doo;Lee, Su-Hwan;Yeo, Gi-Tae
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.103-114
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    • 2017
  • With the development of IT technology and the establishment of logistics infrastructure, online shopping market and online fresh food market are growing. The purpose of this study is to find a plan to activate Fresh Logistics through online shopping mall using BCG matrix and Importance Performance Analysis for online shopping companies. Firstly, the BCG matrix results Companies in 'cash cow', 'question mark', and 'dog' areas are in need of improvement. In order to improve this situation, it is necessary to activate the Fresh logistics market which is currently growing. Fresh logistics can be activated by investing in the maintenance and strengthening areas and key investment areas by minimizing the expenditure on the non-priority and excess areas according to the results of IPA. Therefore, it is expected that online shopping companies will be improved by activating online shopping market and online fresh logistics market.

An Investigation on Expanding Co-occurrence Criteria in Association Rule Mining (온라인 연관관계 분석의 장바구니 기준에 대한 연구)

  • Kim, Mi-Sung;Kim, Nam-Gyu
    • CRM연구
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    • v.4 no.2
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    • pp.19-29
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    • 2011
  • There is a large difference between purchasing patterns in an online shopping mall and in an offline market. This difference may be caused mainly by the difference in accessibility of online and offline markets. It means that an interval between the initial purchasing decision and its realization appears to be relatively short in an online shopping mall, because a customer can make an order immediately. Because of the short interval between a purchasing decision and its realization, an online shopping mall transaction usually contains fewer items than that of an offline market. In an offline market, customers usually keep some items in mind and buy them all at once a few days after deciding to buy them, instead of buying each item individually and immediately. On the contrary, more than 70% of online shopping mall transactions contain only one item. This statistic implies that traditional data mining techniques cannot be directly applied to online market analysis, because hardly any association rules can survive with an acceptable level of Support because of too many Null Transactions. Most market basket analyses on online shopping mall transactions, therefore, have been performed by expanding the co-occurrence criteria of traditional association rule mining. While the traditional co-occurrence criteria defines items purchased in one transaction as concurrently purchased items, the expanded co-occurrence criteria regards items purchased by a customer during some predefined period (e.g., a day) as concurrently purchased items. In studies using expanded co-occurrence criteria, however, the criteria has been defined arbitrarily by researchers without any theoretical grounds or agreement. The lack of clear grounds of adopting a certain co-occurrence criteria degrades the reliability of the analytical results. Moreover, it is hard to derive new meaningful findings by combining the outcomes of previous individual studies. In this paper, we attempt to compare expanded co-occurrence criteria and propose a guideline for selecting an appropriate one. First of all, we compare the accuracy of association rules discovered according to various co-occurrence criteria. By doing this experiment we expect that we can provide a guideline for selecting appropriate co-occurrence criteria that corresponds to the purpose of the analysis. Additionally, we will perform similar experiments with several groups of customers that are segmented by each customer's average duration between orders. By this experiment, we attempt to discover the relationship between the optimal co-occurrence criteria and the customer's average duration between orders. Finally, by a series of experiments, we expect that we can provide basic guidelines for developing customized recommendation systems.

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Extraction of System-Wide Sybil-Resistant Trust Value embedded in Online Social Network Graph (온라인 소셜 네트워크 그래프에 내포된 시스템-차원 시빌-저항 신뢰도 추출)

  • Kim, Kyungbaek
    • KIPS Transactions on Computer and Communication Systems
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    • v.2 no.12
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    • pp.533-540
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    • 2013
  • Anonymity is the one of main reasons for substantial improvement of Internet. It encourages various users to express their opinion freely and helps Internet based distributed systems vitalize. But, anonymity can cause unexpected threats because personal information of an online user is hidden. Especially, distributed systems are threatened by Sybil attack, where one malicious user creates and manages multiple fake online identities. To prevent Sybil attack, the traditional solutions include increasing the complexity of identity generation and mapping online identities to real-world identities. But, even though the high complexity of identity generation increases the generation cost of Sybil identities, eventually they are generated and there is no further way to suppress their activity. Also, the mapping between online identities and real identities may cause high possibility of losing anonymity. Recently, some methods using online social network to prevent Sybil attack are researched. In this paper, a new method is proposed for extracting a user's system-wide Sybil-resistant trust value by using the properties embedded in online social network graphs. The proposed method can be categorized into 3 types based on sampling and decision strategies. By using graphs sampled from Facebook, the performance of the 3 types of the proposed method is evaluated. Moreover, the impact of Sybil attack on nodes with different characteristics is evaluated in order to understand the behavior of Sybil attack.

University Professor's Experience and Demands of Online Teaching Method Content (대학 교수자의 온라인 교수법 콘텐츠 수강 경험 및 요구)

  • Min, Hyeree
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.744-758
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    • 2021
  • This study is aimed at identifying the possibility and effectiveness of teaching methods education for professors through the development of online teaching content and providing important implications for future online teaching content development and utilization strategies by looking at the differences in the experience and needs of professors who have taken online teaching content. A university surveyed 83 professors who took the seven teaching contents developed between 2015 and 2018, and took them from 2017 to 2019. As a result of the study, professors often took online teaching content for self-development purposes, were satisfied with the overall content, and cited the low psychological burden and resistance of education through personal learning, and the possibility of repeated learning online. The differences between importance and execution in content composition, the areas of statistically significant difference were easy-to-understand delivery, appropriate and sufficient examples, interest and motivation, facilitating interaction between learners, appropriate difficulty, reflection of current trends, appropriate presentation order and ethical composition. The importance level recognized by professors in the area was higher than execution level. In conclusion, opinions for improving online teaching content were appropriate and sufficient examples in the area of content composition, interest and motivation, and reflection of the latest trends. In the area of ease of use, there was stable playback, relay function, and location-independent.

A Qualitative Study on the Improvement of Online Physical Education in the COVID-19 Situation (코로나-19 상황에 따른 온라인 체육교육 개선에 관한 질적 연구)

  • Jung, Hyun;Ahn, Chan-Woo
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.217-227
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    • 2021
  • The study aims to explore the rapidly changing university sports-related lecture environment from the perspective of professors and seek comprehensive and practical improvements in the online lecture environment for both professors and learners. In order to achieve the purpose of this study, six professors related to physical education at the university were selected as research participants, and in-depth interviews were used for about four months from September 2020 to December 2020. Examples of the problems, counterplans, and the improvement plans of professors who related to sports were shown as the results. First, the difficulties faced by professors have been divided into online and offline lecture problems, which are Internet and media possession, online lecture place amulet, professor-learner communication disorder, attendance verification and evaluation, COVID-19 infection, and face-to-face lecture place restriction since the outbreak of COVID-19. Second, professors' response to online and offline lecture problems was diversification of communication media, telecommuting, providing online learning videos, replacing and reinforcing practical classes, which were found to be somewhat lacking in government and school support systems. Finally, since the COVID-19 outbreak, Sports-related lecture's continuous problems and the professor's responses require the improvements such as government-level guidelines, university-level expansion of the venues for on- and off-line lecture, devising online lecture programs that enhance professor's convenience, and adjusting the number of participants for on- and off-line lecture.

Do good return policies work across cultures? Effect of lenient return policies on online shopper perceptions in Eastern culture

  • Yang, SuJin;Choi, Yun Jung
    • Asia Marketing Journal
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    • v.15 no.2
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    • pp.75-97
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    • 2013
  • While good return policies are suggested as one of the critical services for e-commerce, ambivalence between the burden of the cost and shoppers' satisfaction may prevent e-tailers from increasing their level of leniency. Based on the S-O-R model, this study has attempted to develop a grounded theory to explain how lenient return policies shape online shoppers' perceptions and responses, with a focus on cultural influences in the relationship. In order to check the cultural effects of the lenient return policy, thirty two female and eleven male undergraduate students in South Korean shoppers, who are accustomed to strict return policies, participated in the semi-structured interview. A series of open-ended questions were designed to explore consumers' reactions toward four different levels of the lenient return policy: from the strict type in South Korea to the lenient type in the U.S. Using qualitative research methods, this research has defined three types of dimensions of lenient return policy: return possible period, complexity of progress, and other restrictions. While previous researchers did not pay much attention, the last dimension, other restrictions, is shown to be the most significant in influencing online shoppers' perceptions, especially in South Korea. Also, the impacts on online shoppers' perceptions from the three types of sub-dimensions of return policy were somewhat different. Whereas a longer return possible period was considered more favorable, a medium level of complexity and restrictions were considered more desirable. In summary, this result showed that shoppers in Eastern cultures, i.e. South Korean online shoppers, seem favorable to a medium level of lenient return policies, while allowing for taking precautions against possible fraudulent behaviors and setting other restrictions. Therefore, most of retailers in South Korea recommended that e-tailers who adopt the most lenient return policies raise the bar to guard ethical shoppers from fraudulent users. Next, lenient return policies can enhance ease of use, usefulness, affect, and trust while relieving perceived risk, which is connected to intention to purchase, satisfaction, and loyalty. Interestingly, lenient return policies are more likely to change the behavioral responses of online shoppers, such as return and purchase, rather than change their attitudes or beliefs such as image, satisfaction, and loyalty. This tendency can be seen more clearly in the direct influences of return policy on responses. The reaction to lenient return policy is mostly the intention to return or to purchase. This suggests that return policy serves the e-tailers as a powerful tool in increasing online shoppers' purchase intention at the moment of purchase. Therefore, e-tailers who plan to expand their market to eastern countries, including South Korea, have to build a shield of restrictions around their lenient return policy, rather than immediately applying their original liberalized return policy. Also, e-tailers in South Korea need to review their strict and undifferentiated return policies to deal with the unsatisfied reactions of online shoppers toward their normal return policies. Although the present study was confined to the return policies currently being practiced by popular e-tailers, it would be worthwhile to develop effective return policies separately for each country, especially South Korea, keeping the culture of the relevant country in mind.

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A Study on Introduction of Online Education to Provide Opportunities for Spreading University-level Program (고교-대학 연계 심화과정의 기회 확대 제공을 위한 온라인 교육 도입 방안 연구)

  • Han, Oakyoung;Chung, Mihyun;Kim, Jaehyoun
    • Journal of Internet Computing and Services
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    • v.15 no.3
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    • pp.117-124
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    • 2014
  • This paper studies on introduction of online education to provide opportunities for spreading university-level program by analyzing perception of high school students and teachers. The university-level program can be defined as the fulfillment of learning needs and the value offer of excellence education for outstanding high school students who want to improve their potential capabilities. For the study, a survey was conducted at high school students and teachers. As the result of the survey for high school students, the efficiency of education was the most important factor for the university-level program. The order of next important factors was the aid to entering university, the method of education, the satisfaction, and the recommendation of others. The result of high school teacher indicated that the efficiency of education was the most important factor as the high school students. The order of next important factors by high school teachers was the satisfaction, the aid to entering university, and the method of education. An activation of the university-level programs can be spread by analyzing the results of the survey. With the introduction of online education for the university-level program can conclude the guarantee of the right of studying and the reduction of education gap. This paper proposed an online education for the university-level program to guarantee the right of studying and to reduce the education gap.

A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (Hendry 모형을 이용한 한국 온라인 게임 시장의 장르별 경쟁 강도 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.43-52
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    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. Analysis result can be summarized as follows. (1) In the view of the total play time, the proportions of the online games in each genre were appeared in the order of "RPG > FPS/RTS > Sports > Arcade/Poker > Go-stop > Board/Racing". (2) In the view of the shares in the play time, the degree of competition between games in the sub market structure of the online games according to the genre was found in the order of "RTS > Racing > FPS/Sports > Go-stop > Poker > Arcade/Board > RPG". The evaluation and interpretation of the high and low of the competition degree are as follows. As the degree of competition is higher, (RTS > Racing > ${\cdots}$) the royalty and the ratio of reusing of the users for the game is lower, and on the other hand, the tendency of replacing and using appeared higher, so the market entry barrier for a new game can be evaluated to be low. Reversely, as the degree of competition is lower, (${\cdots}$ > Arcade/Board > RPG) the royalty and the ratio of reusing of the users for the game is higher, and on the other hand, the tendency of replacing and using appeared lower, so the market entry barrier for a new game can be evaluated to be high.

A Case Study of Improving Instruction by Utilizing Online Instruction Diagnosis Item Pool

  • SHIM, Mi-Ja
    • Educational Technology International
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    • v.6 no.2
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    • pp.23-41
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    • 2005
  • One of the main factors that determine the quality of instruction is the teaching ability of the instructor administering the class. To evaluate teaching ability, methods such as peer review, student feedback, and teaching portfolio can be used. Among these, because feedback from the students is directly associated with how well the students feel they have learned, it is essential to improving instruction and teaching ability. The principal aim of instruction evaluation lies in the evaluation of instructor's qualification and the improvement of instruction quality by enhancing professionalism. However, the mandatory instruction evaluations currently being carried out at the term's end in universities today have limitations in improving instruction in terms of its evaluation items and times. To improve the quality of instruction and raise teaching abilities, instruction evaluations should not stop at simply being carried out but also be utilized as useful data for students and teachers. In other words, they need to be used to develop teaching and improve instruction for teachers, and consequently, should also exert a positive influence on students' scholastic achievements and learning ability. The most important thing in evaluation is the acquisition of accurate information and how to utilize it to improve instruction. The online instruction diagnosis item pool is a more realistic feedback device developed to improve instruction quality. The instruction diagnosis item pool is a cafeteria-like collection of hundreds of feedback questions provided to enable instructors to diagnose their instruction through self-diagnosis or students' feedback, and the instructors can directly select the questions that are appropriate to the special characteristics of their instruction voluntarily make use of them whenever they are needed. The current study, in order to find out if the online instruction diagnosis item pool is truly useful in reforming and improving instruction, conducted pre and post tests using 256 undergraduate students from Y university as subjects, and studied the effects of student feedback on instructions. Results showed that the implementation of instruction diagnosis improved students' responsibility regarding their classes, and students had positive opinions regarding the usefulness of online instruction diagnosis item pool in instruction evaluation. Also, after instruction diagnosis, analyzing the results through consultations with education development specialists, and then establishing and carrying out instruction reforms were shown to be more effective. In order to utilize the instruction diagnostic system more effectively, from planning the execution of instruction diagnosis to analyzing the results, consulting, and deciding how those results could be utilized to instruction, a systematic strategy is needed. In addition, professors and students need to develop a more active sense of ownership in order to elevate the level of their instruction.

A Study on Voluntary Acceptance and Diffusion of Game Shut-Down Policy Based on Excellence Theory and Psychological Reactance Theory (게임 셧다운제도의 자발적 수용 및 확산방안에 관한 연구 : 우수성 이론과 심리적 반발이론을 중심으로)

  • Park, Chan-Uk;Lee, Sin-Bok
    • Journal of Information Technology Services
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    • v.11 no.2
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    • pp.93-106
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    • 2012
  • Recently, a Game Shut-down policy, partially limiting the time for the use of online game service, has been implemented in order to protect the youth from the excessive use of games by limiting their access to games in the late hours, based on the serious side effects of online games on the youth. However, the effectiveness of a Game Shut-down policy becomes a social issue. Thus, this study aims to investigate the alternative policies through the levels of the communications suggested by the theory of excellence, for the successful implementation of the policy. As a result of the study, the government and students, the recipient of those policies, need to strengthen their two-way communication in respect of the Game Shut-down policy, breaking from the existing views on the perception. The problem is that the current government's way of the communication for the Game Shut-down policy is one-way and it is aiming at achieving the objectives only. Thus, the communication in this manner will cause the side effect. 'the opportunistic violation of the system in the future', even if the students seemingly accept the system. Two-way communication will enhance the motivation for the voluntary acceptance of the system and lower the motivation for the opportunistic violation of the system. Thus, the government needs to strengthen two-way communication in the future.