scholarly journals Enterprise E-Commerce Marketing System Based on Big Data Methods of Maintaining Social Relations in the Process of E-Commerce Environmental Commodity

2021 ◽  
Vol 33 (6) ◽  
pp. 0-0

Since entering the 21st century, with the rapid development of Internet technology, the network platform of e-commerce has also undergone great changes. With the rapid development of e-commerce economy, the widespread existence of credit risks in the trading process of e-commerce environmental goods has caused great harm to the healthy development of e-commerce, and has gradually become the biggest bottleneck restricting the development of e-commerce in China.Based on the basic model of e-commerce market, and proposes four types of credit mechanism to maintain social relations in the process of e-commerce environmental goods trading: that is, credit mechanism without government intervention; As can be seen from the experimental data, the Alpha coefficient of each potential variable set in the experiment in this paper is above 0.6, which is within the acceptable range, which verifies that the method model proposed in this paper to maintain social relations in the process of e-commerce environmental goods trading is effective in application.

2021 ◽  
Vol 33 (6) ◽  
pp. 1-16
Author(s):  
Guihe He

Since entering the 21st century, with the rapid development of Internet technology, the network platform of e-commerce has also undergone great changes. With the rapid development of e-commerce economy, the widespread existence of credit risks in the trading process of e-commerce environmental goods has caused great harm to the healthy development of e-commerce, and has gradually become the biggest bottleneck restricting the development of e-commerce in China.Based on the basic model of e-commerce market, and proposes four types of credit mechanism to maintain social relations in the process of e-commerce environmental goods trading: that is, credit mechanism without government intervention; As can be seen from the experimental data, the Alpha coefficient of each potential variable set in the experiment in this paper is above 0.6, which is within the acceptable range, which verifies that the method model proposed in this paper to maintain social relations in the process of e-commerce environmental goods trading is effective in application.


2022 ◽  
Vol 355 ◽  
pp. 02067
Author(s):  
Xiangli Dong

With the rapid development of Internet technology, “Internet +” has enabled the development of tourism and helped the transformation and upgrading of tourism. Cultural tourism is having a profound impact on cultural inheritance and development. This paper aims to promote Ji ‘nan Spring Culture to move towards the direction of smart tourism by the deep integration of “Internet + Tourism”. Discuss reasonable and feasible inheritance, development and protection strategies. To solve the problems existing in the development of Spring Culture and tourism, protect and inherit the features of Spring Culture, and promote the orderly and healthy development of Spring Culture in Jinan.


2020 ◽  
Vol 12 (16) ◽  
pp. 6333
Author(s):  
Chan Liu ◽  
Raymond K. H. Chan ◽  
Maofu Wang ◽  
Zhe Yang

Harnessing the rapid development of mobile internet technology, the sharing economy has experienced unprecedented growth in the global economy, especially in China. Likely due to its increasing popularity, more and more businesses have adopted this label in China. There is a concern as to the essential meaning of the sharing economy. As it is difficult to have a universally accepted definition, we aim to map the sharing economy and demystify the use of it in China in this paper. We propose seven organizing essential elements of the sharing economy: access use rights instead of ownership, idle capacity, short term, peer-to-peer, Internet platforms mediated, for monetary profit, and shared value orientation. By satisfying all or only parts of these elements, we propose one typology of sharing economy, and to differentiate bona fide sharing economy from quasi- and pseudo-sharing economy. Finally, there are still many problems that need to be solved urgently in the real sharing economy from the perspective of the government, companies and individuals.


Author(s):  
Yucheng Shen ◽  
Wei Lu

With the rapid development of Internet technology in China, mechanical drawing plays a more and more important role in social development and practice. The main purpose is to use the course of mechanical drawing to accurately represent the appearance, size, principle and technology of the machine. It is often called the language of communication in the industry. In order to make mechanical drawing better applied and practiced, and to make maximum use of Internet technical resources, the establishment of multimedia courseware teaching mechanism is the development trend of mechanical drawing.In order to adapt to the trend of network information, based on the multimedia environment, this paper studies the application of animation technology in mechanical drawing teaching, and constructs a small multimedia teaching platform. Through the explanation of animation courseware, students can better understand the making and principle of mechanical drawing, and cultivate students' divergent thinking. The teaching platform combines teaching material knowledge with practice to deepen students' understanding of the basic content of mechanical drawing. Finally, the rationality and practicability of the system are analyzed by investigating the platform users. The results show that the application of animation technology in mechanical drawing teaching is reasonable and practical.


2020 ◽  
Author(s):  
Syufrijal .

This research aims to develop interactive PLC learning media based on virtual learning. The interactive PLC learning media uses a 3D simulator design to simulate the application of PLC in the industry, so it looks like real and makes students more interested in learning PLC This study uses experimental methods. The 3D simulation software is Factory I/O developed by Real Games. It enables us to build a conveyor virtual plant and to bring it into the classroom. The automatic controller used to control the virtual plant is the PLC Siemens S7-1200 with Tia Portal software. The PLC is connected to the computer server through an ethernet network via TCP/IP protocol. With the rapid development of current internet technology, PLC learning can be done in virtual learning. This PLC learning media can be run remotely through the internet with team viewer program so that PLC learning is not only done on campus but can be done anywhere. From the results of research that has been done, the user can create PLC programs remotely to control conveyor virtual plant on a computer server through an internet network without having to install the program on their computers. Keywords: PLC, interactive learning media, virtual learning, remote desktop


2021 ◽  
Vol 2066 (1) ◽  
pp. 012001
Author(s):  
Zhen Gao

Abstract With the rapid development of Internet technology and computer technology, network applications have been developed more and more, and have penetrated into all walks of life in society. The emergence of the networking of the talent market has made the scale of online recruitment increase, and the amount of data on the Internet has become larger and larger, and online recruitment has become the main channel for corporate recruitment. Therefore, how to use the massive online recruitment data to quickly and accurately find the corresponding information and explore the hidden knowledge mode is a very valuable research topic. Data mining (DM) is a technology for data analysis for large amounts of data. It can discover hidden, hidden, and potentially useful knowledge hidden in the data from the vague, noisy, and random mass data, and build relevant Model, realize prediction, etc. The characteristics of data mining technology (DMT) are very suitable for the analysis of online recruitment information, research on large amounts of information, and find out the knowledge in it for decision support. This article aims to study the accurate job matching system of the online recruitment platform based on DMT. Based on the analysis of the advantages of online recruitment, related DMT and the design principles of the online recruitment platform system, the data collected by Weka DM tools are analyzed. Analyzing and getting useful job positions is just to provide job seekers and corporate-related recruiters with useful job information. The experimental results show that the online recruitment platform system can complete the collection of online recruitment position information, and can realize the DM function, which has good practical application value.


2021 ◽  
Vol 236 ◽  
pp. 05044
Author(s):  
Xiaoyun Duan ◽  
Xiang Gao ◽  
Shuchen Yang

The rise of Internet technology brings opportunities for the development of various industries in China, and creates a good environment for the information construction and the innovation and cultivation of talents in colleges and universities. Although Internet technology has changed the traditional teaching thinking and mode, under the background of "Internet ", the openness of information, the diversity of culture and the contradiction between various trends of thought make students' moral understanding and ideas face severe challenges. The major of management is mainly to train professionals who meet the needs of market economy and adapt to the development of modernization. They should not only master the professional knowledge of economic management, but also have the ability and comprehensive accomplishment to engage in practical financial work. Therefore, the applied colleges and universities should take the Internet platform as the opportunity to explore the construction path and evaluation system of college students' ideology and morality, and create an environment for the healthy development of students.


2021 ◽  
Vol 3 (2) ◽  
pp. 51-53
Author(s):  
Fei Xue

With the development of Internet technology, the digital economy, represented by 5G and artificial intelligence, is playing an increasingly important role. In this context, this paper analyzes the current situation of the development of rural tourism under the digital economy, and expounds the factors that affect the development of digital economy in rural tourism, and puts forward countermeasures, in order to facilitate the rapid development of rural tourism from the three perspectives of social development, government leading and residents.


Author(s):  
Shamil Khasanovich Gonov ◽  
Anton Vladimirovich Milovanov

The article considers the topical issue of a significant growth of crimes in the field of information technologies most of which are committed in the dark and hidden web. The research object is social relations in the sphere of Internet crime prevention. The research subject is the methods and mechanisms of crimes using information systems, and the technologies of information safety provision and deanonymization. The main task of the research is to develop the scientifically-grounded ideas aimed at the enhancement of the technique of analysis and assessment of crimes committed via information and telecommunication systems. The scientific novelty of the research consists in the fact that the authors systematize, generalize and analyze the standard mechanisms of committing crimes using information technologies. Based on this analysis, the authors formulate suggestions and recommendations. The article considers the main methods and mechanisms of information safety provision (anonymity on the Internet, and some promising technologies of deanonymization which can be used in the process of crime detection and investigation. The authors formulate a basic model of an offender which can be used for a primary profiling of a criminal. They also formulate an approach to the assessment of his potential which takes into account the peculiarities of using computer equipment in criminal activities in information and telecommunication networks.   


2018 ◽  
Vol 2 (2) ◽  
pp. 72
Author(s):  
Nindar Oktavian ◽  
Saiful Nurhidayat ◽  
Ririn Nasriati

Abstract Background: As the rapid development of Internet technology, online games are also experiencing development. Online Game presents a more varied challenge compared to offline games, this makes the players feel at home and play long enough. Online game is seductive which means it can cause addiction, Addictive online game is marked by how far someone play excessive game so that can interfere its life everyday.Method: Design of research using Cross Sectional with a population of 78, a sample of 45 respondents using purposive sampling technique. Data collection using questionnaires with data processing using Chi Square test.Result: From the result of research from total 45 respondent 24 (53,3%) respondent playing game excessively, and 21 (47,7%) not excessive. And 24 (53.3%) respondents experienced addiction. Statistical analysis showed significant result with p-value 0,002 <0,05. Then H1 accepted which means there is influence between the duration of playing online games towards online game addiction.Conclusion: Playing games with a long duration is one of the factors causing online game addiction among teenagers. So there needs to be self-control of online game play behavior.Keywords:Game Online, Addiction, Teenagers Abstrak Latar Belakang: Seiring pesatnya perkembangan teknologi internet, game online juga mengalami perkembangan. Game online. Game Online menyajikan tantangan yang lebih bervariasi dibandingkan dengan game offline, hal ini membuat para pemain betah dan bermain cukup lama. Game online bersifat seduktif yang berarti dapat menyebabkan kecanduan, Kecanduan game online ditandai oleh sejauhmana seseorang bermain game secara berlebihan sehingga dapat mengganggu kehidupannya sehari-hari.Metode:Desain penelitian menggunakan Cross Sectional dengan jumlah populasi 78, sampel 45 responden dengan menggunakan teknik purposive sampling. Pengumpulan data menggunakan kuesioner dengan pengolahan data menggunakan uji chi square.           Hasil: Dari hasil penelitian didapatkan dari total 45 responden 24 (53,3%) responden bermain game secara berlebihan, dan 21 (47,7%) tidak berlebihan. Dan 24 (53,3%) responden mengalami adiksi. Analisis statistika menunjukkan hasil yang signifikan dengan p-value 0,002 < 0,05. Maka H1 diterima yang artinya ada pengaruh antara durasi bermain game online terhadap adiksi game online.Kesimpulan: Bermain game dengan durasi waktu yang cukup lama menjadi salah satu faktor penyebab adiksi game online di kalangan remaja. Sehingga perlu adanya kontrol diri terhadap perilaku bermain game online.Kata kunci: Game Online, Adiksi, Remaja


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