• Title/Summary/Keyword: 구매자

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The Effect of Perceived Value, Satisfaction and Self-Congruity on the Revisit Intention and the Word-of-Mouth Intention (스키장 방문자들의 가치, 만족, 자아일치성이 재방문의도와 구전의도에 미치는 영향)

  • Hong, Sung-Kwon;Kim, Jae-Hyun;Jang, Ho-Chan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.2
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    • pp.74-85
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    • 2012
  • As competition increases, ski resort managers need to search for ways to attract previous visitors or to gain new visitors through word-of-mouth. This study examined the impact of skiers' perceived value, satisfaction and self-congruity on the revisit intention and the positive word-af-mouth intention. Total respondents were also segmented into a promotion-focus and prevention-focus individuals then later examined the differences in the effect of independent variables between groups in order to suggest a managerial direction that will enhance business competency of ski resorts. Results from regression analysis showed that all independent variables utilized in this study were good predictors of two dependent variables. Specially, satisfaction was a highly significant predictor. Promotion and prevention-focused individuals were also differed in evaluating the importance of independent variables for their revisit and word-of-mouth intention. It means that self-regulatory focus is an effective variable for segmentation. More specifically, satisfaction was the only variable influencing the revisit intention for promotion-focused individuals; whereas both satisfaction and self-congruity had significant effects on the revisit intention for prevention-focused individuals. All independent variables had significant effects on the word-of-mouth intention, except self-congruity for promotion-focused individuals. This research suggests several managerial implications on the findings based on the analysis and the characteristics of the visitors.

A Study on Transaction Service of Virtual Real Estate based on Metaverse (메타버스 기반 가상부동산 거래 서비스 연구)

  • Yoo, Jongyoung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.2
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    • pp.83-88
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    • 2022
  • The purpose of this study is to present an analysis and implications for the metaverse-based virtual real estate transaction service. Through blockchain-based technology and metaverse, the world we live in is expanding naturally. Therefore, changes in the environment and perceptions of market participants are also very important factors. The concept and thinking about the existing asset value change and investment are also changing. This means that you can generate profits through value and investment in intangible assets. The service user aspect is a case of investing in the future value of virtual real estate that if more users participate rather than the present value, the principle of supply and demand will be applied to increase the number of consumers and the price will naturally rise according to the principle of scarcity. The service provider provides a technical platform for the service to directly transact the portion of the virtual area considered of interest directly through the virtual real estate purchase business. As the number of participants increases as well as funds and transaction fees, various revenue models such as advertisements can be discovered and provided. It plays the role of providing jobs and information through new services. As a stakeholder, governments can exploit the emergence of new technologies and products to create people and services and secure economic benefits. Of course, various institutional supports should be provided so that new services can settle in the market while mitigating risk factors. This study is meaningful in that it contributes to the establishment of a domestic metaverse-based environment and related research and is utilized in the study of virtual space real estate services.

Modeling Consumers' WOM (Word-Of-Mouth) Behavior with Subjective Evaluation and Objective Information on High-tech Products (하이테크 제품에 대한 소비자의 주관적 평가와 객관적 정보 구전 활동에 대한 연구)

  • Chung, Jaihak
    • Asia Marketing Journal
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    • v.11 no.1
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    • pp.73-92
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    • 2009
  • Consumers influence other consumers' brand choice behavior by delivering a variety of objective or subjective information on a particular product, which is called WOM (Word-Of-Mouth) activities. For WOM activities, WOM senders should choose messages to deliver to other consumers. We classify the contents of the messages a consumer chooses for WOM delivery into two categories: Subjective (positive or negative) evaluation and objective information on products. In our study, we regard WOM senders' activities as a choice behavior and introduce a choice model to study the relationship between the choice of different WOM information (WOM with positive or negative subjective evaluation and WOM with objective information) and its influencing factors (information sources and consumer characteristics) by developing two bivariate Probit models. In order to consider the mediating effects of WOM senders' product involvement, product attitude, and their characteristics (gender and age), we develop three second-level models for the propagation of positive evaluations, of negative evaluations, and of objective information on products in an hierarchical Bayesian modeling framework. Our empirical results show that WOM senders' information choice behavior differs according to the types of information sources. The effects of information sources on WOM activities differ according to the types of WOM messages (subjective evaluation (positive or negative) and objective information). Therefore, our study concludes that WOM activities can be partially managed with effective communication plans influencing on consumers' WOM message choice behavior. The empirical results provide some guidelines for consumers' propagation of information on products companies want.

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Cultural Landscape Analysis of Market Space in Chinatown - A Case Study of the 'Chung-Ang Market of Dairimdong' - (중국 이주민 거주지역 내 시장공간의 문화경관해석 - 서울시 대림동 중앙시장을 대상으로 -)

  • Chun, Hyun-Jin;Lee, June;Jiang, Long;Kim, Sung-Kyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.5
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    • pp.73-87
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    • 2012
  • Nowadays, the Korean society is full of multiculturalism as there are many foreign ethnic enclaves. Many Chinese quarters are built in various parts of Korea along with the increasing population of Chinese immigrant. Especially, the Chinese quarter has shown the sign of time and the cultural characteristic of the local residents. This research is to study the market space of Chinese ethnic enclaves in Dairimdong. This research method is the field study to use a participant observation. Below are the research results: Chinese merchants put a private object such as "tanzi" on a sidewalk and install large awning covered full of sidewalk. Sidewalk transform from an outdoor space into an internal space because of Chinese merchants. Passers-by move to use vehicle roads and transform not only the car's space but also the passers-by space. Urban planners originally classify space into three categories, which are building - sidewalk - vehicles road. However, after Chinese came to the market, Chinese classified space into new three categories which is building - space for both sidewalk and "tanzi" - space for both sidewalk and vehicles road. New classification of space is quite different from the previous. In addition, Chinese thinks that the Dairimdong's Market is a very comfortable place. Because Dairimdong Market have many Chinese physical facilities. Next, Chinese thinks that the Dairimdong Market is a very friendly place to buy Chinese products easily. This market has become a place of consumption for the Chinese. Eventually, Dairimdong's Market has changed because of Chinese immigrants. It is possible to make satisfactory planning and design proposal to build Chinese quarters in the future through the explanation of space and status by way of culture. There are many careless mistakes in previous subjective planning and design proposal of the designers. Thus, it should consider the problems created by their way of use in later planning and design.

Structural Relationships between Online Wine Store Quality, Trust, and Perceived Risk (온라인 와인 매장 품질, 신뢰와 지각된 위험간의 구조적 관계)

  • Kim, Yoo-Jung;Kang, Sora;Hang, Soo-Jin
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.169-183
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    • 2013
  • As the issue of selling wine online has been raised in an attempt to implement FTA programs in a more effective way, wine will be available online in the near future in Korea. Thus, this study aimed at identifying key factors which will contribute to reduce various kinds of risks perceived by online customers, and investigating the structural relationships between those factors and perceived risks. Site quality of online wine shop(information quality, system quality), trust in online wine shop were selected as key predictors of perceived risks and research model was established using those factors. Data were collected from those who have experienced in using online wine store, and the research model was tested using valid data. Results of testing research hypotheses using data from survey respondents showed that information and system quality exerted an impact on trust in online wine shop. It was proven that information and system quality posited an impact on time risk whereas they was not related to performance and psychological risk. In addition, trust in online wine shop was shown to be related to time risk, performance risk, and psychological risk.

Object VR-based 2.5D Virtual Textile Wearing System : Viewpoint Vector Estimation and Textile Texture Mapping (오브젝트 VR 기반 2.5D 가상 직물 착의 시스템 : 시점 벡터 추정 및 직물 텍스쳐 매핑)

  • Lee, Eun-Hwan;Kwak, No-Yoon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.19-26
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    • 2008
  • This paper is related to a new technology allowing a user to have a 360 degree viewpoint of the virtual wearing object, and to an object VR(Virtual Reality)-based 2D virtual textile wearing system using viewpoint vector estimation and textile texture mapping. The proposed system is characterized as capable of virtually wearing a new textile pattern selected by the user to the clothing shape section segmented from multiview 2D images of clothes model for object VR, and three-dimensionally viewing its virtual wearing appearance at a 360 degree viewpoint of the object. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi -automatic processing possible to reduce the manual works to a minimum. According to the proposed system, it can motivate the creative activity of the designers with simulation results on the effect of textile pattern design on the appearance of clothes without manufacturing physical clothes and, as it can help the purchasers for decision-making with them, promote B2B or B2C e-commerce.

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Automated Negotiation Model among Agents Using Extended Alternating-Offer Game in Electronic Commerce (전자상거래에서 확장된 교차제의 게임을 이용한 에이전트간 자동협상 모델)

  • 정종진;조근식
    • Journal of Intelligence and Information Systems
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    • v.8 no.1
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    • pp.103-117
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    • 2002
  • Recently, many researchers have developed applications for automated contract and negotiation using agent technologies on electronic commerce. Especially, they have tried to study negotiation mechanism applying agent instead of buyers and sellers. Traditional researches, however, often had limitations. In the researches of automated negotiation, the agents had to negotiate with the other agents for a simple negotiation issue because the mechanisms were naive. In the researches of negotiation by user interaction, the agents did not have supported the procedures and methodologies for making the automated negotiation but only supported the users by providing communication environment during the negotiation process by users. In this paper, we propose efficient negotiation model using the modified negotiation model of the game theory. In the proposed model, the agents negotiate automatically with the partner agent and make good benefits by the strategic method during the negotiation process. Each agent makes negotiation issues with user's requirements and exchanges its suggestion alternatively in each step of the negotiation process. The agent evaluates degree of satisfaction for the opposite's suggestion and uses it in the next step of suggestion. To find out the negotiation strategies of opposite side, the agent uses teaming by weights of issues. As a result, the agent improves each own benefits for the contract and reduces the unbalance of its benefits through the proposed negotiation mechanism. We implement the negotiating agents according to the proposed mechanism and prove the efficiency of the proposed model by various experimentation.

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A Hint of Crisis Resilience of Industrial Agglomeration: The Production Networks and Spatial Characteristics of Dongdaemun Fashion Industry (산업집적지의 위기와 회복 가능성: 동대문 패션산업 생산네트워크와 공간적 특성)

  • Chung, SunWha
    • Journal of the Economic Geographical Society of Korea
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    • v.23 no.1
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    • pp.18-34
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    • 2020
  • This study aims to investigate Dongdaemun fashion industry once thrived in Seoul, now in a rapid decline. For this purpose, three research themes are put forward. That is, to fix the boundary of Dongdaemun fashion industry, to analyze the characteristics of its value chain, production network and industrial agglomeration, and to search for the cause of its decline and to suggest political solutions against it. The following is the findings of this study. Firstly, Dongdaemun fashion industry has spreaded out over the last six decades and now its boundary can be marked within a radius of 10 kilometers of Dongdaemun Market in northeastern Seoul. Secondly, Dongdaemun fashion industry has a buyer-driven chain and star production network, and therefore can be assumed that it is spatially segmented industrial agglomeration. Lastly, its rapid decline is directly from the shrink of market demand on Dondaemun fashion, and inherently in the topological structure of its star production network. Thus the feasible political solutions can be found in that direction. Consequently, these results have academic implications for clearing up some previous studies' misunderstandings and getting over one of the long-criticized research biases that pervades in industrial agglomeration theory, primarily focusing on the successful regions.

Evaluation of Correlations in Copier's Button and Usability (복사기 조작버튼에 따른 사용성 상관관계 연구)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.595-603
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    • 2013
  • Touchscreen is now installed in the majority of information devices thanks to the developed digital technology. In case of copiers, although touchscreen was installed earlier than any other information device, current user interface indicates that conventional methods have been maintained without any special re-validation. But, since common office devices such as copiers have brief usage time and clear, straightforward purposes, user experience between an user and device is perhaps an important element. Nevertheless, conservativeness of the market and the fact that users and buyers are not always the same are a stumbling block to actively changing UI. Recently, however, as hardware element, buttons, have moved to touchscreen mostly for smartphone, and common and public devices have seen rapid changes in UX, mostly with touchscreen, it has led to high demand for changes in UX of copiers. To remedy the issues with copiers, a literature review was conducted through existing studies and user evaluation based on user survey and prototype was done to examine the copier's UI elements and relevant changes in usage. In particular, a new direction for UX of copiers was suggested by analyzing the impact of differences between software button-oriented UI and hardware button-oriented UI on users and usability. This study findings could be used as basic data for improving the usability of future common devices including copier and UX design.

Consumers' Subjective Risk Perceptions of Tab Water and Stated Preferences for Safe Drinking Water (소비자들의 수돗물에 대한 주관적 위험인지와 안전한 음용수에 대한 진술선호 분석)

  • Eom, Young Sook
    • Environmental and Resource Economics Review
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    • v.15 no.2
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    • pp.147-175
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    • 2006
  • This paper attempts to incorporate three important factors-perceptions, behavior and valuation-in analysing consumers' responses to health risks from environmental pollutants. Using a survey sample of 500 consumers in the Chonbuk province area, this paper empirically investigated determinants of risk perceptions from using tap water as drinking water. Most consumers were considerably concerned about health risks from drinking tap water. Moreover, those subjective concerns were not random, but were systematically related to individuals' demographic variables such as age, gender, and family size. Those subjective beliefs also influenced respondents' purchase intentions on safer water bottles, in response to a contingent behavior question of presenting two types of water bottles. The technical risk information provided in the survey had significant effects on purchase intentions only when it was interacted with respondents' actual averting practice. In addition, the sample selection effects were present by eliminating respondents who decided not to purchase either of two types of water bottles. The potential selection bias had impacts on the coefficients of the price difference variable, and subsequently the estimates of the price increments for health risk reductions.

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