• Title/Summary/Keyword: 비대면 소비

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A Study on E-Commerce Consumer Dissatisfaction of HMR Products (가정편의식(HMR) 제품의 전자상거래 소비자 불만족에 대한 연구)

  • Kim, Seungeun;Hong, Seungkyu;Kim, Dongsoo
    • The Journal of Society for e-Business Studies
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    • v.22 no.3
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    • pp.29-42
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    • 2017
  • The market for Home Meal Replacement (HMR), which is simple to cook and replace home cooking, is growing every year since customers need to find convenience and speed in purchasing, cooking, and consuming food. In addition, the purchase of HMR through online and mobile is increasing because convenience of purchasing through e-Commerce is growing. However, there are difficulties in analyzing complaints of customers who do not directly express their dissatisfaction with companies that sell products through online and mobile. Therefore, this study examines the influential relationship between customer's characteristics, dissatisfaction factors, complaint behavior, and repurchase intention of 20s who have dissatisfaction experience of purchasing HMR through online or mobile using SPSS and R. In addition, we attempt to analyze the degree of perceived dissatisfaction and its relevance even though customers did not directly experience dissatisfaction factors. As a result, it is meaningful to extend the study of customer dissatisfaction that is rarely handled in the existing HMR research, and to raise the understanding of customers for the management of complaints.

A Study on the Protection for Consumer on Expending Overseas Direct Purchase -Focus on Guarantee System- (해외직접구매 증가에 따른 소비자보호 연구 -보증제도 중심으로-)

  • Park, Jong Hyun
    • International Commerce and Information Review
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    • v.17 no.2
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    • pp.173-197
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    • 2015
  • The development of IT expanded the scale of e-commerce, and grew large Internet shopping malls. As having raised the consumers' interest in overseas direct purchase(ODP) recently, the number and purchasing amount of ODP are constantly increasing. However, consumers need to pay attention to the potential problems which might happen by consumer's damage and conflict, as increasing the consumption through ODP. Because consumer's damages on utilizing ODP happen to the reason such as the trust problem between business and consumer due to the way which traded non face to face, non-compliance of goods delivery, returns, and refunds, and information asymmetry of items, a large number of consumer's damages in a wide range are much more likely to occur nowadays. The purpose of this study is to analyze the current state of ODP, and propose consumer damage's reduction and policy of the government through pre or post scheme for consumer damage's relief and consumer protection. As the compensation for consumer damages is actually inadequate, this study proposed a feasible alternative to the adoption of e-commerce insurance for both aggressive compensation and protection for consumer's damages and risk transfer and sustainable development of e-commerce.

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Personalized insurance product based on similarity (유사도를 활용한 맞춤형 보험 추천 시스템)

  • Kim, Joon-Sung;Cho, A-Ra;Oh, Hayong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.11
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    • pp.1599-1607
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    • 2022
  • The data mainly used for the model are as follows: the personal information, the information of insurance product, etc. With the data, we suggest three types of models: content-based filtering model, collaborative filtering model and classification models-based model. The content-based filtering model finds the cosine of the angle between the users and items, and recommends items based on the cosine similarity; however, before finding the cosine similarity, we divide into several groups by their features. Segmentation is executed by K-means clustering algorithm and manually operated algorithm. The collaborative filtering model uses interactions that users have with items. The classification models-based model uses decision tree and random forest classifier to recommend items. According to the results of the research, the contents-based filtering model provides the best result. Since the model recommends the item based on the demographic and user features, it indicates that demographic and user features are keys to offer more appropriate items.

A Study on Technology Acceptance Plans to Expand Direct Participation in the Sports Industry (스포츠 산업의 직접 참여 확대를 위한 기술수용 방안 연구)

  • Sangho Lee;Kwangmoon Cho
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.105-115
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    • 2023
  • This study seeks to find a way to induce users to expand their direct participation in sports through the acceptance of digital technology. From July 1 to August 30, 2022, a survey was conducted targeting home training users who applied the Internet of Things (IoT). 129 people participated in the survey through non-face-to-face self-administration method. For data processing, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and 3-step mediation regression analysis were conducted using IBM's SPSS 21.0 program. The results of the study are as follows. First, in the relationship between the home training PPM model and direct participation in sports, ease appeared to have a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. In the mooring factors, individual innovativeness showed a complete mediating effect. Second, in the relationship between home training PPM model and direct participation in sports, usefulness showed a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. Among the mooring factors, individual innovativeness showed a partial mediating effect. Through this research, it is expected that the sports industry will contribute to the expansion of consumption expenditure and economic growth through the expansion of digital technologies such as NFT, Metaverse, and virtual/augmented reality.

Online Religious Culture in Korea: Focusing on Religious Activities and Special Cases of Religious Expression (한국의 온라인 종교문화에 대한 시론적 연구 - 온라인 종교활동과 종교적 표현상의 특이 사례를 중심으로 -)

  • Shim Hyoung-june;Lee Won-sub;Oh Joon-hyeok;Lee You-na
    • Journal of the Daesoon Academy of Sciences
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    • v.45
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    • pp.187-226
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    • 2023
  • In contemporary society, digital media has become an integral part of daily life that shapes how people interact with the world around them. This phenomenon has also influenced religious activities and practices. Studies on digital religion and religious practices among digital natives in the Western world have indicated that traditional religious practices are on the decline. Instead, more accessible and flexible forms of religious activities and beliefs are emerging. Given this context, it is important to investigate whether similar trends are occurring in Korea. This study aims to explore the religious activities and expressions of Korean individuals in the online environment. Specifically, the study focuses on four main areas: ①the online religious activities of established religions such as Protestantism, Buddhism, and Catholicism; ②the online religious activities related to divination belief systems such as the Four Pillars of Destiny (四柱 saju) and Tarot; ③online holy sites and wish comments or chats; and ④popular religious neologisms such as jileumshin (지름神 a god with the power to justify consumption) and gatsaeng (갓[God]生 one's best life). Through this review, it can be ascertained that religious ideas and practices are restricted by the attributes of digital media. This implies that the emergence of simplistic forms of religious ideas and activities is associated with the features of digital media and the consumption of digital content.

The Effect of Failure of Online Food Delivery Service Recovery Strategies on Consumer Attitude and Behavioral Intention: Focusing on Justice Theory (온라인 음식 배달 서비스 회복 전략의 실패가 소비자 태도 및 행동 의도에 미치는 영향: 공정성 이론(Justice Theory)을 중심으로)

  • Jungkun Park;Sangwoo Lee;Hyowon Hyun;Jihwan Yum
    • Journal of Service Research and Studies
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    • v.13 no.2
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    • pp.161-180
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    • 2023
  • This study empirically analyzed the effect of perceived injustice on service recovery measures proposed by online food delivery service (OFDS) companies on consumer disappointment. This study adopted interaction justice, information justice, procedural justice, and distributive justice as sub-variables of justice perception based on the justice theory. In addition, the differences by generation (MZ generation and other generations) were examined in the relationship between negative word-of-mouth behavior and switching intentions due to service recovery failure. An online survey was conducted targeting 250 adult consumers in the U.S for the empirical analysis of this research model. The results of the data analysis demonstrated that negative perceptions about the procedural justice and distributive justice among the service recovery strategies had a positive effect upon the consumer's disappointment. Furthermore, it was confirmed that the consumer's disappointment due to the perceived injustice of the service recovery strategy had a positive effect on the consumer's negative word-of-mouth behavior and switching intentions. The verification results of the moderation effect in the relationship between negative word-of-mouth behavior and switching intention, it was found that the younger the age(MZ generation), the higher the possibility of causing dysfunctional behavior. This study expands the scope of related research by presenting a new perspective on the justice perception in the service recovery process by verifying dysfunctional behavior of consumers caused due to the failure of the service recovery strategy. It is believed that the results of this study will be used as basic data for the establishment of practical strategies for OFDS companies to prevent double defection of their customers.

The Evaluation of the Packaging Properties and Recyclability with Modified Acrylic Emulsion for Flexible Food Paper Coating (유연 종이 식품 포장재의 개질 아크릴 에멀젼 코팅 특성 및 재활용성 평가)

  • Myungho Lee;In Seok Cho;Dong Cheol Lee;Youn Suk Lee
    • KOREAN JOURNAL OF PACKAGING SCIENCE & TECHNOLOGY
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    • v.29 no.3
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    • pp.153-161
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    • 2023
  • The worldwide effects of COVID-19 have led to a surge in online shopping and contactless services. The consumption pattern has caused the issues such as the environmental pollution together with the increase of plastic waste. Reducing the reliance on the petroleum based plastic use for the package and replacing it with environmentally friendly material are the simple ways in order to solve those problems. Paper is an eco-friendly product with high recyclability as the food packaging materials but has still poor barrier properties. A barrier coating on surface of the paper can be achieved with the proper packaging materials featuring water, gas and grease barrier. Polyethylene (PE) or polypropylene (PP) coatings which are generally laminated or coated to paper are widely used in food packaging applications to protect products from moisture and provide water or grease resistance. However, recycling of packaging containing PE or PP matrix is limited and costly because those films are difficult to degrade in the environment. This study investigated the recyclability of modified acrylic emulsion coating papers compared to PE and PP polymer matrixes as well as their mechanical and gas barrier properties. The results showed that PE or modified acrylic emulsion coated papers had better mechanical properties compared to the uncoated paper as a control. PE or PP coating papers showed strong oil resistance property, achieving a kit rating of 12. Those papers also had a significantly higher percentage of screen reject during the recycling process than modified acrylic coated paper which had a screen rejection rate of 6.25%. In addition an uncoated paper had similar value of a screen rejection rate. It may suggest that modified acrylic emulsion coating paper can be more easily recycled than PE or PP coating papers. The overall results of the study found that modified acrylic emulsion coating paper would be a viable alternative to suggest a possible solution to an environmental problem as well as enhancing the weak mechanical and poor gas barrier properties of the paper against moisture.

A Study on Home Economics Education Lesson Plan Design Using Gamification: Focusing on 'Eco-friendly Clothing Life Cycle' Theme (게이미피케이션을 활용한 가정과 수업 설계에 관한 연구: '환경친화적 의류 라이프 사이클' 주제를 중심으로)

  • Jang, Eun Ju;Kim, Hye Rin;Lee, Su Kyung;Kim, Eun Jo;Hwang, Shin Hye;Kim, Ji Seul;Kim, Nam Eun
    • Journal of Korean Home Economics Education Association
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    • v.34 no.1
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    • pp.35-57
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    • 2022
  • This study developed an 'Eco-friendly Clothing Life Cycle' class applying gamification. And the effect of and learners' satisfaction on the class were examined after implementation. The developed class was applied to 40 sophomore students from "A" high school in Gyeonggi-do from February 3, 2022, to February 10, 2022, in a total of 4 sessions. The class was conducted in the stages of production-distribution-consumption-disposal, and was conducted in a way that a mission is solved after learning in Gather Town. It is designed so that learners continuously repeat learning until they accomplish the mission. The learners completed pre-class and post-class questionnaires. And a focus group interview was conducted with a randomly selected group of three learners. According to the pre-/post-class test comparison, the gamification class on the theme of "Eco-friendly Clothing Life Cycle" was found not to have a significant effect on learners' immersion or self-directed learning attitudes. However, in the case of the learners with high levels of non-immersion tendency, the level of immersion in the class increased, and the satisfaction level was positively associated with the level of immersion and self-directed attitude. Learners expressed 'concern' and 'expectation' about the gamification class, and said that although the developed class was using a 'new teaching method', 'appropriate use' was necessary. And learners were evaluated this class as a 'student-centered class' and acknowledged that it allowed 'self-directed learning'. The teacher who implemented the class said that this class was more effective in attracting students' expectations and interests compared to the conventional classes, and that the class in the meta-verse environment was perceived as a new type of class in the non-face-to-face era. The teacher also mentioned that when applied to the actual educational field, a detailed design is needed that allows the learners to proceed smoothly, and the role of the teacher in the class was more important. And the teacher also mentioned that the class should be properly designed so that the expectations given by the 'game' do not obscure the essence of the class.