http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
A Study on the Influence factors for Development of Korean IT Service Industry
Namjae Cho,Jinkwan Jung 한국전자거래학회 2008 한국전자거래학회 심포지움 및 기타간행물 Vol.- No.-
After 1990, Korean information technology industry was developed enormously. To estimate these situation, there were many studies such as based on resource based view, transaction cost theory, and so on. These studies were focused on the efforts of company itself and the main body of development were the company not environmental factors. But in developing countries such as Korea, environment which is government policies, other companies, etc. is important factor. So present study estimate the environmental factors for evolution of Korean IT industry with population ecology concept..
Major Criteria for Channel Selection in Banking Transaction
Namjae Cho,Kiho Park 한국데이타베이스학회 2009 Journal of information technology applications & m Vol.16 No.1
The purpose of this research, based on the Media Selection Theory, the Technology Acceptance Model, and the Social Influence Theory, is to investigate the influential factors that affect media selection in banking transactions. Analyses showed that for location sensitive bank windows and ATMs (automatic teller machines), defined as offline-based transaction channels, convenience was the variable affecting media selection. However, in the case of online media not related to location, (phone banking, internet banking, and mobile banking) reliability was the significant variable influencing use. The findings show that banking organizations may benefit from identifying traits of media affecting use, and should differentiate customer services for competitive advantage.
The Influence of Product-brand Web Sites on Attitudes toward Brand Image
Namjae Cho,Seunghee Oh 한국데이타베이스학회 2012 Journal of information technology applications & m Vol.19 No.3
A web site focused on a specific product brand so called product-brand web site has become one major marketing tool as such product-brand web site provides chances for customers to experience the detailed information of the specific brand as well as emphatic the image of the brand. The purpose of this research is to examine the influence of the product-brand web site on the formation of attitude toward the product brand. Subjects of this study are users of two web sites of leading sanitary product brands. The result shows that not only emotion, playfulness and convenience perceived from the web site but also existing attitude toward the brand influence the attitude toward the web site. Further, the attitude toward the web site in turn affects attitude toward the image of the brand. The importance of this study is in its conceptualization and empirical verification of the relationship between the product-brand web site and the reputation of a brand.
A Social Network Analysis of the Ecosystem Transformation Caused by Technological Innovation
Cho, Namjae,Oh, SeungHee Korea Data Strategy Society 2014 Journal of information technology applications & m Vol.21 No.4
As the complexity of business environment increases rapidly the use advanced information technology start to affect not only the business processes of individual companies but also the fundamental nature of business and industrial ecosystem. The changes observed at the level of business and industrial ecosystem encompasses a broad range of transformation. This unit of analysis is not sufficiently dealt with by existing information system research. This research attempted to analyze the changes in business ecosystem caused by digital transformation using Social Network Analysis. We studied structural change of the Korea film industry ecosystem chronologically divided by critical events. The film industry is chosen because it is an industry very sensitive to the changes in technology and has gone through massive transformation during the last three decade by way of using modern information technology.
Analysis of the Motivator of the Use of Social Network Services
Cho, Namjae,Ko, Geonil,Oh, Seunghee Korea Data Strategy Society 2013 Journal of information technology applications & m Vol.20 No.3
With a focus on Facebook, the most popular social network service (SNS), this research tried to find out which type of motivation makes users to spend more time on the SNS and in the same vein, which type of motivation makes users to believe that they will continue to use the SNS. The result shows that the need for play (entertaining) and image as social reputation affect the current amount of use, while the needs for information search, building relationship, and entertainment would make them continue to use.
Analysis of the Impact of Mobile Office Technology on Organizational Collaboration
Cho, Namjae,Yoon, Joongsik,Park, Songmyung Korea Data Strategy Society 2015 Journal of information technology applications & m Vol.22 No.1
The rapid deployment of smart mobile equipments such as mobile phones and mobile note pads is considered a driving force to change several aspects of today's work life in organizations. Among all, this paper focuses on organizational collaboration as collaboration is a key aspect of organizational performance and success and is considered to be affected by digitally mediated communication. A questionnaire survey was performed to analyze the impact of the use of modern mobile office technology on productivity increase under the context of organizational collaboration. Some specific functions of mobile office technology were found to significantly affect the productivity. In addition, different requirements for desired collaboration were found to be associated with the use of different functions of mobile office technology and different situational use of the technology. Organizational and technical implications of the findings are discussed.
Technology-based Procurement Innovation in SME F&B Service : An Evolutionary Case Study
Namjae Cho,Yeonkyoung Gu 한국데이타베이스학회 2010 Journal of information technology applications & m Vol.17 No.3
F&B(food and beverage) in accommodation industry is a key service that determine the satisfaction of customers in tourism industry. As the importance of the management of quality gets increasingly highlighted in service industry, the innovation in the management of service quality and satisfaction in tourism industry is gaining high attention. In this research, we focused on the improvement and innovation of the management of procurement process for F&B service based on the smart use of information technology. A case and scenario analysis of the improvements in the management of procurement process is performed focusing on a medium-size accommodation business. Future opportunities and potential of further IT-based innovation is discussed.
An Exploratory Investigation Of Player Loyalty To Online Games
Cho, Namjae,Baek, Seung Ik,Ryu, Kyoungmun 한국경영과학회 2001 한국경영과학회지 Vol.26 No.2
Online games have become the focus of entertainment and multimedia industries as the developments in computer technologies are accelerated and the use of the Internet diffuses broadly. In spite of such growth of online games, academic discussions regarding online games are relatively limited. This research examines several factors that affect player loyalty to online games in this research the loyalty is classified into two categories, the behavioral loyalty measured by the intensity, volume, and frequency of use, and the cognitive loyalty measured by the degree of immersion in online games. In this research, an integrated model to explain and predict player loyalty to online games is proposed. Two studies are conducted to test the research model. Throughout analyzing 334 respondents, the first study finds that the impulsive personality of individual players significantly affects both behavioral loyalty and cognitive loyalty. Additionally, it finds that, whereas the behavioral loyalty is influenced by the convenience of online game playing the cognitive loyalty is influenced by the motive of game playing and the playfulness of games. The second study finds that the behavioral loyalty differs across demographic difference of player(age and occupation), preferred online games of players, and online game playing locations, but the cognitive loyalty differs across only age differences of players. This research has opened a forum for social awareness about the online game culture, provided information to guide online game producers to prepare customer-oriented online games, and created a foundation for academic research on online game industry.