Emerging three-dimensional television (3DTV) as a new IT product shows a possibility that television is not for just watching broadcasting, but an attractive tool for applying it to our real life. Three dimensional television is generally more effective and attractive than two-dimensional television (2DTV). But it still needs continuous technological improvement to solve its inherent limitations until many customers decide to purchase 3DTVs without hesitation. Innovative products like 3DTV encounter a quality problem leading purchase decision by customers. Quality is regarded as one of the most important factors affecting customers to adopt and use the product. Furthermore, measuring quality effectively is considerable for the 3DTV research. In this paper, we suggest the Analytic Hierarchy Process(AHP) method for evaluating 3DTVs in a view of quality. We describe quality criteria affecting the 3DTV selection through a literature survey and develope an analytical method for measuring quality. We classify the quality of 3DTV into four types and suggest a concept of the quality ratio as a measurement criteria instead of the quality gap. Though a numerical example, we show how priorities of 3DTV with versatile manufacturers is computed.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
/
v.6
no.3
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pp.1-18
/
2011
Publication Industry of scientific technology is showing tendency of decreasing in sales, which clearly draws down curve since 2000. The printing culture is declining whether it is because of trend avoiding pure science or technological science and engineering, advancement of mass media or increasing frequency of using internet. Nevertheless, researcher considered car industry in publication industry as a life-long purpose for study. For this reason, the researcher tried to find the variables of the marketing which give impact on the customers such as student group and consumer who buys cars, when buying professional books. The found variables are expected to have a huge impact on the publication industry of professional books. As a result of research, in the area of the vision and motive, most said that they have "chosen a major in car because they liked car in usual base." In the stage of recognizing the problem, they buy the books when it is inevitably necessary. In the stage of searching for the information, they get information from advertisements, friends, professors, internet or sales clerk in book stores. In the stage of evaluation, they look for the title and the publication date of the books. In addition, in the stage of deciding purchase, "buy immediately" was the most frequent answer while impulsive purchase is the least frequent answer. In the stage of evaluating after purchase, many of them mostly are satisfied with their purchase.
Chung, Eun Kyoung;Kim, Hyun Jung;Lim, Ga Young;Sohn, Young Woo
Science of Emotion and Sensibility
/
v.16
no.1
/
pp.43-52
/
2013
"Time versus money effect" refers to a favorable shift in consumers' responses activated by time(vs. money). In general, how people spend their time or money could reflect one's personal identity. Previous research indicates that drawing individuals' attention to time makes more effective in product satisfaction rather than money. Also, whereas because time is experienced as an experience, time activates more positive product satisfaction for experiential product rather than materialistic product, money has the reverse effect because money relates with possessions. Present study examined the effect of time and money on consumers' attitudes and decisions and the role of product type including smartphone. In experiment 1, participants evaluated their experiences or their own products(family restaurant, smartphone, premium jean). They satisfied more with their smartphones when activated by time than by money. In experiment 2, 3 image ads, a promotion image ad for each product(family restaurant, smartphone, premium jean), were offered to find the effect of time and money in promotion ads. The interaction effects between activating condition and product type were revealed on the product attitudes, product satisfaction, purchase intent, and personal connection reflecting the consistent time effect on smartphone. In addition, the main effect of the activating condition was significant which meant time activating ads were more effective than money activating ads.
Traditional companies with offline stores were unable to secure large display space due to the problems of cost. This limitation inevitably allowed limited kinds of products to be displayed on the shelves, which resulted in consumers being deprived of the opportunity to experience various items. Taking advantage of the virtual space called the Internet, online shopping goes beyond the limits of limitations in physical space of offline shopping and is now able to display numerous products on web pages that can satisfy consumers with a variety of needs. Paradoxically, however, this can also cause consumers to experience the difficulty of comparing and evaluating too many alternatives in their purchase decision-making process. As an effort to address this side effect, various kinds of consumer's purchase decision support systems have been studied, such as keyword-based item search service and recommender systems. These systems can reduce search time for items, prevent consumer from leaving while browsing, and contribute to the seller's increased sales. Among those systems, recommender systems based on association rule mining techniques can effectively detect interrelated products from transaction data such as orders. The association between products obtained by statistical analysis provides clues to predicting how interested consumers will be in another product. However, since its algorithm is based on the number of transactions, products not sold enough so far in the early days of launch may not be included in the list of recommendations even though they are highly likely to be sold. Such missing items may not have sufficient opportunities to be exposed to consumers to record sufficient sales, and then fall into a vicious cycle of a vicious cycle of declining sales and omission in the recommendation list. This situation is an inevitable outcome in situations in which recommendations are made based on past transaction histories, rather than on determining potential future sales possibilities. This study started with the idea that reflecting the means by which this potential possibility can be identified indirectly would help to select highly recommended products. In the light of the fact that the attributes of a product affect the consumer's purchasing decisions, this study was conducted to reflect them in the recommender systems. In other words, consumers who visit a product page have shown interest in the attributes of the product and would be also interested in other products with the same attributes. On such assumption, based on these attributes, the recommender system can select recommended products that can show a higher acceptance rate. Given that a category is one of the main attributes of a product, it can be a good indicator of not only direct associations between two items but also potential associations that have yet to be revealed. Based on this idea, the study devised a recommender system that reflects not only associations between products but also categories. Through regression analysis, two kinds of associations were combined to form a model that could predict the hit rate of recommendation. To evaluate the performance of the proposed model, another regression model was also developed based only on associations between products. Comparative experiments were designed to be similar to the environment in which products are actually recommended in online shopping malls. First, the association rules for all possible combinations of antecedent and consequent items were generated from the order data. Then, hit rates for each of the associated rules were predicted from the support and confidence that are calculated by each of the models. The comparative experiments using order data collected from an online shopping mall show that the recommendation accuracy can be improved by further reflecting not only the association between products but also categories in the recommendation of related products. The proposed model showed a 2 to 3 percent improvement in hit rates compared to the existing model. From a practical point of view, it is expected to have a positive effect on improving consumers' purchasing satisfaction and increasing sellers' sales.
The purpose of this study was to research the relationships among utilitarian perceptions, hedonic perceptions, perceived usefulness and behavioral intention. Recently, consumers rely heavily on user-generated contents of social media channels to support their purchase decisions, such as electronic word-of-mouth. Electronic word-of-mouth helps consumers to evaluate items before making purchase, to reduce purchase risks and to support their purchase decisions. This study was based on both the analysis derived from a hypothesis and literature reviews and data collected from 255 travelers who had used travel review website at least once. The results of empirical analysis showed as follows. First, Utilitarian perceptions(information quality) has a significant impact on the perceived usefulness of a travel review website. Second, Enjoyment has a significant impact on the perceived usefulness of a travel review website. Third, Curiosity fulfilment has a significant impact on the perceived usefulness of a travel review website. Finally, Perceived usefulness of a travel review website has a significant impact on behavioral intention. Based on these findings, the implications and limitations of the study were presented including some directions for future studies.
A totally 178 housewives in Gyeongnam were surveyed on consumer's purchase behavior and perception of branded pork. The degree of consumers' perception and reliance on the branded pork was still low. Consumers' consideration quality factors when buying pent is higher in order of safety/hygiene>taste/tenderness>meat color, In taste, consumer preferred Korean native pig meat when compared to the common meat. But the consumers have a notion that the price of Korean native pig meat was too expensive. The consumer preferred consumer group to government agency as a official approval organ for pork quality assurance. The consumers had different behavior in information channel, purchase frequency and place depending on age, income. In the development of branded pork, further studied are required on consumers' purchase behavior, perception, preference choice and decision-making process of branded pork.
Chinese consumers get more interests in the brands which show the consumers with th trust rather than the those which provide consumers with excessive information on brand. Accordingly, this study aimed to find out that the antecedents of brand authenticity such as brand consistency, continuity, individuality, authority, ethics affect the brand aura through brand authenticity and surveyed data from a total 400 Chinese consumers for the analysis. As a result, this article is summarized as followings. First, brand continuity, individuality, authority affected brand authenticity but brand consistency and ethics did not have a direct effect on brand authenticity. Second, brand authenticity had positive effect on brand aura. This study provides information on the antecedents of brand authenticity of Chinese consumers. Further, it will provide meaning suggestion point of the importance of brand authenticity in establishing of brand aura.
The present study examines the impact of eWOM on consumer decision making process by viewing eWOM as the product information supplier. We employ the concept of information entropy which was proposed in the information theory to explain different consumer responses to various types of product information in eWOM. Information entropy is the degree of uncertainty associated with the information in the message. In eWOM, a variety of information with different levels of entropy is available, and these different entropy levels result in different impacts on consumer behavior. The preliminary hypotheses are formulated to examine the impact of eWOM on consumer behavior, at the product attribute level and the purchase action level separately. An experiment was conducted to online shopping mall users and the analysis gives valuable insights into our future research.
In consumer research area, familiarity has been frequently mentioned with relation to customers' product information processing and choice behavior. However, the familiarity has been utilized initially in this paper to examine if the relationship between consumers' evaluations of attributes of an internet shopping mall and their inquiry and purchase intentions on there is affected significantly by the degree of familiarity. The results have shown that the relationship between levels of the safety, the functional convenience, and the tangibility attribute of an internet shopping mall and consumers' willingness to inquire about/purchase products on there is affected significantly by the degree of familiarity. Interestingly, the relationship between the tangibility attribute of a mall and customers' inquiry willingness on there is not impacted significantly by the familiarity. Thus, we conclude that our model and hypotheses have been supported quite strongl.
The purpose of this study was to define 'sponsorship' as a kind of advertising tool, and to describe its effects on consumer brand attitude and actual purchase behavior. From previous research results, clothing sponsorship was defined as 'indirect advertisement', which has common ad traits as well as the uncommon ad traits, such as indirectness, emotional affinity, and symbolism. Results from empirical research using 1,227 data collected in Seoul and Kyounggi Areas were as follows ; (1) Television drama clothing sponsorship was proved to have effects on brand image, emotional & rational brand attitudes, decision making process, and actual purchase behavior. (2) Each of drama clothing sponsorship factors, such as 'drama', 'role', and 'actress', had different effects on brand memory and attitudes. (3) Consumer decision making process initiated by drama clothing sponsorship followed two different processes, which were called 'rational' and 'heuristic'. The rational process followed every steps of EKB model, which explained consumer's rational shopping, but heuristic model was closer to emotional and impulsive shopping.
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