• Title/Summary/Keyword: web-marketing

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Empirical Study on the Acceptance of Mobility as a Service (MaaS) Based on the UTAUT2 Model

  • Toyama, Masaki
    • Asia Marketing Journal
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    • v.24 no.3
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    • pp.121-130
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    • 2022
  • To achieve the widespread use of Mobility as a Service (MaaS), a novel transportation platform, it is important to increase consumers' intention to use MaaS. Therefore, this study clarifies the determinants of consumers' intention to use MaaS based on the UTAUT2 model. The research model is tested using structural equation modeling based on data from a web-based questionnaire survey of Japanese consumers. The results show that performance expectancy, social influence, hedonic motivation, and price value have significant effects on the intention to use MaaS. Moreover, the relationship between the intention to use MaaS and independent variables is moderated by old age. Theoretical and practical implications are discussed based on the findings.

Design and Implementation of a Multilingual-Supported Article Translation System using Semantic Web (시맨틱 웹을 이용한 다국어-지원 신문기사 번역시스템의 설계 및 구현)

  • Kang, Jeong-Seok;Lee, Ki-Young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.786-788
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    • 2010
  • 최근 시맨틱 웹의 등장과 발전은 웹 2.0의 발전과 더불어 새로운 웹의 문화를 바꾸어 놓았다. 시맨틱 웹의 적용분야는 다양하지만 그중에서 의미 정보 검색과 다국어 정보 검색 기술을 통한 다국어 지원 번역이 연구 분야로의 필요성이 있다. 기존 기계번역이 번역률에 있어서 가장 큰 한계점은 단어 의미 중의성과 문법적은 오류이다. 따라서 본 논문에서는 시맨틱 웹과 단어 의미 중의성을 해소 시킬 새로운 알고리즘을 제안함으로써 단점을 제거하여 번역률을 향상시켜 모바일에 적용하였다. 모바일에 입력된 신문기사 이미지를 OCR을 통해 텍스트로 변환하고 사전 및 분야 온톨로지와 문장 규칙 추론을 동해 처리 속도 및 정확도 높은 번역시스템을 설계 및 구현하였다.

An Evaluation Method for Web Contents Services (웹콘텐츠 서비스 평가)

  • Jang, Hee S.;Park, Jong T.
    • Journal of Service Research and Studies
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    • v.3 no.2
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    • pp.33-44
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    • 2013
  • As the Internet and mobile services increase, the use of wired/wireless web contents services increase and the demand for various contents explosively grows. To survive in competitive market, and to minimize the errors and warnings for web accessibility and standardization, and then to maximize the web usability, the periodical evaluation for web site should be performed with the events of web marketing and campaign. Through the web evaluation, the errors for technical programming language and contents offering can be found and diagnosed. In this paper, the quantitative and qualitative evaluation method for web site providing web contents are presented, and the analytic results for the 138 home pages in domestic are evaluated to validate the quantitative methodology. The accessibility, standardization, and usability factor are adopted for the evaluation in which accessibility is evaluated for perceivable, operable, understandable, and robust discipline with K-WAH(Korea-Web Accessibility Helper) tool, the standardization are measured for the number of errors and warnings in technical language with the W3C validator, and finally the usability factor is analyzed for the number of visits, average visit duration, and bounce rate with Google Analytics. In addition to, the quantitative analysis is also performed with the consideration of cost for construction and operation of web site. From the results, in the case of total score of 100 in conversion with relative weight, the average and standard deviation are evaluated to be 55 and 14, respectively. The correlation analysis indicates that the coefficient is estimated as 0.058, and then correlation between the quantitative results and cost is evaluated to be a little positive.

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Finding high utility old itemsets in web-click streams (웹 클릭 스트림에서 고유용 과거 정보 탐색)

  • Chang, Joong-Hyuk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.4
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    • pp.521-528
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    • 2016
  • Web-based services are used widely in many computer application fields due to the increasing use of PCs and mobile devices. Accordingly, topics on the analysis of access logs generated in the application fields have been researched actively to support personalized services in the field, and analyzing techniques based on the weight differentiation of information in access logs have been proposed. This paper outlines an analysis technique for web-click streams, which is useful for finding high utility old item sets in web-click streams, whose data elements are generated at a rapid rate. Using the technique, interesting information can be found, which is difficult to find in conventional techniques for analyzing web-click streams and is used effectively in target marketing. The proposed technique can be adapted widely to analyzing the data generated in a range of computing application fields, such as IoT environments, bio-informatics, etc., which generated data as a form of data streams.

Issues of Applying Intelligent RSS Framework to Electronic Commerce (전자상거래의 지능형 RSS 도입을 위한 이슈 분석과 지능형 RSS 프레임워크의 제안)

  • Park, Sang-Un;Kang, Ju-Young;Kim, Woo-Ju
    • The Journal of Society for e-Business Studies
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    • v.12 no.2
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    • pp.269-290
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    • 2007
  • RSS is a core component of Web 2.0 which is expected to lead the most important innovation in the new IT environment. In that sense, it is actively utilized to distribute Web contents in various areas such as news, blog, multimedia, medical information, and conference and journal information. Also, it is expected to be a major effective marketing tool in electronic commerce domain. In the paper, we analyzed the problems of current utilization of RSS in domestic shopping malls, and suggest requirements for the effective use of RSS in electronic commerce. Furthermore, we proposed various issues and answers on the implementation of the requirements, and designed the intelligent RSS framework for electronic commerce based on the issues. Syntactic and semantic interoperability between the RSS service provider and the user is one of the most important issues in the framework. We suggested how to implement the interoperability based on Semantic Web technologies.

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State of Mind in the Flow 4-Channel Model and Play (플로우 4경로모형의 마음상태와 플레이(play))

  • Sohn, Jun-Sang
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.2
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    • pp.1-29
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    • 2007
  • The flow theory becomes one of the most important frameworks in the internet research arena. Hoffman and Novak proposed a hierarchical flow model showing the antecedents and outcomes of flow and the relationship among these variables in the hyper-media computer circumstances (Hoffman and Novak 1996). This model was further tested after their initial research (Novak, Hoffman, and Yung 2000). At their paper, Hoffman and Novak explained that the balance of challenge and skill leads to flow which means the positive optimal state of mind (Hoffman and Novak 1996). An imbalance between challenge and skill, leads to negative states of mind like anxiety, boredom, apathy (Csikszentmihalyi and Csikszentmihalyi 1988). Almost all research on the flow 4-channel model have been focusingon flow, the positive state of mind (Ellis, Voelkl, and Morris 1994 Mathwick and Rigdon 2004). However, it also needs to examine the formation of the negative states of minds and their outcomes. Flow researchers explain play or playfulness as antecedents or the early state of flow. However, play has been regarded as a distinct concept from flow in the flow literatures (Hoffman and Novak 1996; Novak, Hoffman, and Yung 2000). Mathwick and Rigdon discovered the influences of challenge and skill on play; they also observed the influence of play on web-loyalty and brand loyalty (Mathwick and Rigdon 2004). Unfortunately, they did not go so far as to test the influences of play on state of mind. This study focuses on the relationships between state of mind in the flow 4-channel model and play. Early research has attempted to hypothetically explain state of mind in flow theory, but has not been tested except flow until now. Also the importance of play has been emphasized in the flow theory, but has not been tested in the flow 4-channel model context. This researcher attempts to analyze the relationships among state of mind, skill of play, challenge, state of mind and web loyalty. For this objective, I developed a measure for state of mind and defined the concept of play as a trait. Then, the influences of challenge and skill on the state of mind and play under on-line shopping conditions were tested. Also the influences of play on state of mind were tested and those of flow and play on web loyalty were highlighted. 294 undergraduate students participated in this research survey. They were asked to respond about their perceptions of challenge, skill, state of mind, play, and web-loyalty to on-line shopping mall. Respondents were restricted to students who bought products on-line in a month. In case of buying products at two or more on-line shopping malls, they asked to respond about the shopping mall where they bought the most important one. Construct validity, discriminant validity, and convergent validity were used to check the measurement validations. Also, Cronbach's alpha was used to check scale reliability. A series of exploratory factor analyses was conducted. This researcher conducted confirmatory factor analyses to assess the validity of measurements. All items loaded significantly on their respective constructs. Also, all reliabilities were greater than.70. Chi-square difference tests and goodness of fit tests supported discriminant and convergent validity. The results of clustering and ANOVA showed that high challenge and high skill leaded to flow, low challenge and high skill leaded to boredom, and low challenge and low skill leaded to apathy. But, it was different from my expectation that high challenge and low skill didnot lead to anxiety but leaded to apathy. The results also showed that high challenge and high skill, and high challenge and low skill leaded to the highest play. Low challenge leaded to low play. 4 Structural Equation Models were built by flow, anxiety, boredom, apathy for analyzing not only the impact of play on state of mind and web-loyalty, but also that of state of mind on web-loyalty. According the analyses results of these models, play impacted flow and web-loyalty positively, but impacted anxiety, boredom, and apathy negatively. Results also showed that flow impacted web-loyalty positively, but anxiety, boredom, and apathy impacted web-loyalty negatively. The interpretations and implications of the test results of the hypotheses are as follows. First, respondents belonging to different clusters based on challenge and skill level experienced different states of mind such as flow, anxiety, boredom, apathy. The low challenge and low skill group felt the highest anxiety and apathy. It could be interpreted that this group feeling high anxiety or fear, then avoided attempts to shop on-line. Second, it was found that higher challenge leads to higher levels of play. Test results show that the play level of the high challenge and low skill group (anxiety group) was higher than that of the high challenge and high skill group (flow group). However, this was not significant. Third, play positively impacted flow and negatively impacted boredom. The negative impacts on anxiety and apathy were not significant. This means that the combination of challenge and skill creates different results. Forth, play and flow positively impacted web-loyalty, but anxiety, boredom, apathy had negative impacts. The effect of play on web-loyalty was stronger in case of anxiety, boredom, apathy group than fl ow group. These results show that challenge and skill influences state of mind and play. Results also demonstrate how play and flow influence web-loyalty. It implies that state of mind and play should be the core marketing variables in internet marketing. The flow theory has been focusing on flow and on the positive outcomes of flow experiences. But, this research shows that lots of consumers experience the negative state of mind rather than flow state in the internet shopping circumstance. Results show that the negative state of mind leads to low or negative web-loyalty. Play can have an important role with the web-loyalty when consumers have the negative state of mind. Results of structural equation model analyses show that play influences web-loyalty positively, even though consumers may be in the negative state of mind. This research found the impacts of challenge and skill on state of mind in the flow 4-channel model, not only flow but also anxiety, boredom, apathy. Also, it highlighted the role of play in the flow 4-channel model context and impacts on web-loyalty. However, tests show a few different results from hypothetical expectations such as the highest anxiety level of apathy group and insignificant impacts of play on anxiety and apathy. Further research needs to replicate this research and/or to compare 3-channel model with 4-channel model.

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Proposal of Brand Evaluation Map through Big Data : Focus on The Hyundai Motor's Product Evaluation (빅데이터를 통한 브랜드 평가 맵 제안 : 현대자동차 제품 평가 중심으로)

  • Youn, Dae Myung;Lee, Yong Hyuck;Lee, Bong Gyou
    • Journal of Information Technology Services
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    • v.19 no.4
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    • pp.1-11
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    • 2020
  • Through text mining, sentiment analysis, and semiotics analysis, this study aims to reinterpret the meaning of user emotional words and related words to derive strategic elements of brand and design. After selecting a local car manufacturer whose user opinion on the brand is a clear topic, web-crawl the car comments of the manufacturer directly created by the users online. Then, analyze the extracted morphology and its associated words and convert them to fit the marketing mix theory. Through this process, propose a methodology that allows consumers to supplement and improve brand elements with negative sensibilities, and to inherit elements with positive sensibilities and manage brands reasonably. In particular, the Map presented in this study are considered to be fully utilized as information for overall brand management.

The Effect of the Web Site Information Characteristics on the Customer Satisfaction, Relationship Commitment (웹사이트의 정보특성이 고객만족, 관계몰입에 미치는 영향에 관한 연구)

  • Choi Seung-Il;Kim Dong-Il
    • The Journal of the Korea Contents Association
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    • v.6 no.5
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    • pp.122-130
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    • 2006
  • With the increasing popularization of the Internet and in the rapidly changing environment with uncertainty, corporations are faced by severe competition to survive. In the meantime, corporations have been quite interested in building and operating their Internet-based websites and invested much to them, since their deployment is emersing as a new means by much they can perform their marketing activity and comercial transaction. And then we investigated how these classified characteristics on website could influence on customer satisfaction and Relationship Commitment.

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Development of Human Sensibility Based Web Agent for On-line Recommendation Service (온라인 추천 서비스를 위한 감성 기반 웹 에이전트 개발)

  • Im, Chi-Hwan;Jeong, Gyu-Ung
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.3
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    • pp.1-12
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    • 2004
  • In recent years, with the advent of e-Commerce the need for personalized services and one-to-one marketing has been emphasized. To be successful in increasingly competitive Internet marketplace, it is essential to capture customer loyalty. In this paper, we provide an intelligent agent approach to incorporate human sensibility into an one-to-one recommendation service in cyber shopping mall. Our system exploits human sensibility ergonomics and on-line preference matching technologies to tailor to the customer the suggestion of goods and the description of store catalog. Customizing the system`s behavior requires the parallel execution of several tasks during the interaction (e. g., identifying the customer`s emotional preference and dynamically generating the pages of the store catalog). The recommendation agent system composed of five modules including specialized agents carries on these tasks. By presenting goods that are consistent with user interests as well as user sensibility, the accuracy and satisfaction of the recommendation service may be improved.

A Personalized Recommendation Procedure for E-Commerce

  • Kim, Jae-Kyeong;Cho, Yoon-Ho;Kim, Woo-Ju;Kim, Je-Ran;Suh, Ji-Hae
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2001.01a
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    • pp.192-197
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    • 2001
  • A recommendation system tracks past actions of a group of users to make a recommendation to individual members of the group. The computer-mediated marketing and commerce have grown rapidly nowadays so the concerns about various recommendation procedures are increasing. We introduce a recommendation methodology by which e-commerce sites suggest new products of services to their customers. The suggested methodology is based on web log analysis, product taxonomy, and association rule mining. A product recommendation system is developed based on our suggested methodology and applied to a Korean internet shopping mall. The validity of our recommendation system is discussed with the analysis of a real internet shopping mall case.

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