• Title/Summary/Keyword: 오프라인 매장

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나만을 위한 특별한 케이크를 만나는 곳-한창 뜨는 맞춤 케이크 전문점

  • Park, So-Hui
    • 베이커리
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    • no.8 s.457
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    • pp.99-101
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    • 2006
  • 소자본 창업에 대한 관심이 높아지면서 독특한 아이템을 내세운 케이크 전문점이 주목받고 있다. 인터넷을 통한 주문 판매를 시작으로 오프라인 매장에서도 주문을 받아 케이크를 만들어주는 맞춤 케이크를 찾는 고객이 늘어나면서 정성과 마음을 전하는 아이디어 선물로서 케이크가 높은 인기를 끌고 있다.

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Personalization of Brick-and-Mortar Retail Stores (오프라인 상점의 개인화)

  • Kim, Chan-Young;Cho, Yoon-Ho
    • Journal of Intelligence and Information Systems
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    • v.14 no.4
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    • pp.117-134
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    • 2008
  • The outpaced growth of online channel sales over the traditional retail sales is a result from superior shopping convenience that online stores offer to their customers. One major source of online shopping convenience is a personalized store that reduces customer's shopping time. Personalization of an online store is accomplished by using various in-store shopping behavior data that the Internet and Web Technology provides. Brick-and-mortar retailers have not been able to make this type of data available for their stores until now. However, RFID technology has now opened a new possibility to personalization of traditional retail stores. In this paper, we propose BRIMPS (BRIck-and-Mortar Personalization System) as a system that brick-and-mortar retailers may use to personalize their business and become more competitive against online retailers.

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Design of digital promotional material mashup framework base on the promotions strategy (홍보전략 기반 디지털 홍보물 매쉬업 프레임워크 설계)

  • Kim, Kyungwon;Park, Jongbin;Jung, Jongjin;Lim, Tae Beom
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.139-141
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    • 2015
  • 소규모 매장을 운용하고 있는 대다수의 소상공인들은 매장 홍보를 위해 전통적으로 사용되고 있던 오프라인 인쇄를 통한 전단지를 이용하고 있다. 최근에는 네이버 배너 광고, 디지털 사이니지 등을 이용한 온라인 홍보도 일부 이용하고 있으나, 온라인 홍보의 경우, 홍보 채널에 맞는 홍보물을 제작하기 위해 별도의 추가 비용이 발생하고 있으며, 홍보물 제작을 위한 비용부담으로 인하여 변화하는 상황에 최적화된 홍보물을 이용한 매장 홍보에 한계를 가지고 있다. 이에 본 논문은 소상공인이 매장 홍보를 위해 타겟 사용자 그룹군의 특성을 분석/제공하는 홍보전략을 반영하여 최적의 디지털 홍보물을 자동으로 제작하고, 가용 채널을 통해 홍보물을 쉽게 배포할 수 디지털 홍보물 자동 제작 프레임워크를 제안한다. 본 논문에서 제시하는 프레임워크를 이용하여 소상공인의 매장 상황 변화 및 홍보의도에 최적화된 디지털 홍보물을 쉽게 제작할 수 있으며, 이를 통한 홍보 효과 증대 및 홍보 비용 절감에도 기여할 수 있을 것이다.

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The Effect of Customer Experience of Offline Channel and Mobile Channel on Brand Loyalty: Focused on Coffee Chains (옴니 채널에서 오프라인 채널과 모바일 채널의 서비스 경험이 브랜드 충성도에 미치는 영향: 커피 전문점을 중심으로)

  • Kim, Byoungsoo;Kim, Daekil
    • Knowledge Management Research
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    • v.23 no.1
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    • pp.69-88
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    • 2022
  • Omni-channel enables businesses to provide a seamless customer experience by organically integrating data from multiple channels. Customers have increasingly used mobile applications to place orders and make payments in offline stores. In such context, this study investigated the effects of customer experiences on brand loyalty via offline and mobile channels. Additionally, it examined the role of habit in establishing brand loyalty in a daily service environment. This study confirmed the importance of functional, human, and mechanical cues on perceived value in the offline channel. Additionally, differences in the influence of customer experiences via offline and mobile channels on brand loyalty were examined at based on the age and gender. The research model was empirically validated using survey data collected from 365 customers who visit coffee chains via mobile applications. The analysis results found that both perceived value of offline stores and loyalty to mobile applications have a significant effect on brand loyalty. Habit plays another critical role in enhancing brand loyalty. The findings of this study help service providers better understanding of the formation mechanism of brand loyalty in the context of omni channel and will be able to develop more effective marketing and operations strategies.

A Study on the Influence of Customer Experience on the Intention to Stay in Store -The Moderating Role of Self-Construal Levels- (고객경험이 매장 내 체류의도에 미치는 영향에 관한 연구 -자기해석수준의 조절효과를 중심으로-)

  • Suh, Mun-Shik;Hur, So-Ram
    • Management & Information Systems Review
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    • v.38 no.3
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    • pp.211-225
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    • 2019
  • In recent years, consumers emphasize the various sensory experiences in the process of shopping rather than the practical value of shopping results. In order to satisfy consumers' diverse needs, retailers transform their offline stores into experiential spaces to encourage consumers to experience diverse and enjoyable experiences. This study divided the sub-factors of customer experience into hedonic experiences, functional experiences, and social interaction experiences, and investigated the effect of sub - factors of customer experience on consumers' enjoyment and intention to stay in off-line store. In addition, it is assumed that there will be a difference in the influence of three levels of customer experience on enjoyment according to the consumer's self-construal levels. As a result of this study, all of the hypotheses were supported except hypothesis 1 that the customer's hedonic experience has a positive effect on pleasure. In addition, as a result of verifying the moderating effect of self-construal levels, the self-construal level of consumers has no significant effect on the path of hedonic experiences on pleasure, but significant moderating effects of self-construal levels were identified in the pathways of functional and social interactive experiences on pleasure. The results of this study will be helpful in identifying and utilizing differentiated experience marketing strategies in the off-line stores that only offline channels can have in the fierce competition due to the diversification of distribution channels.

The Difference of Clothing Shopping Orientation in Internet and Offline Stores (인터넷 매장과 오프라인 매장에서의 소비자 의복 쇼핑 성향 차이에 관한 연구)

  • Kim, Sae-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.1
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    • pp.92-103
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    • 2009
  • The study is interested in the consumer's mixed choice of the internet and the offline stores. Therefore the purpose of study is to investigate if the clothing shopping orientation of consumers varies when they shop internet and offline, instead of classifying consumers into internet shoppers and offline shoppers. For the purpose, quantitative survey was carried out using 201 questionnaires from men and women in their twenties. The data were analyzed using factor analysis, Pearson's correlation analysis, Spearman's rank order correlation coefficient, t-test, and frequency analysis. The results are as following. First, the clothing shopping orientation structures of offline and internet stores were different each other. As the result of factor analysis, positive, brand oriented, economic, convenient conformity, convenient impulsive factors were extracted from offline store and rational, enjoying, goal oriented, conformity, brand oriented, convenient impulsive purchase factors were extracted from internet store respectively. Second, as the results of investigating the relationship between the clothing shopping orientation structures of offline and internet stores, positive(off)-enjoying(on), brand oriented(off)-brand oriented(on), convenient conformity(off)-conformity(on) had strong correlation s and the rest were peculiar to the each store type. Specifically, the goal oriented factor peculiar to the internet store was noticeable. Third, as the results of investigating the differences between clothing shopping orientation of offline and internet stores, the ranks of strong orientation dimension were different between two channels. As well, the mean differences were significant in goal oriented, conformity, brand oriented, and convenient impulsive purchase dimensions. This study has the significance that it investigated the variance of clothing shopping orientation according to the mixed selection trend of internet/offline.

A Concept of Escape Room and Storytelling Design (오프라인 방탈출 게임의 개념과 스토리텔링 구조 유형 연구)

  • Kim, Soowan
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.29-40
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    • 2021
  • This study investigates concept of escape room game and sorting story type based on 428 games at 141 escape room actually played. The classification were processed by Act 3 of Trottier, and as a result of the investigation, result shows three story types in offline room escape games. As for the types shown as, reason, condition and purpose of escape are guided before entering the room; a+b+c, purpose of escape is guided before entering the room but conditions for escape should be determined through play; a+b(c), and finally figure out the condition, purpose of the game during the play;(a+b+c).

SKU recommender system for retail stores that carry identical brands using collaborative filtering and hybrid filtering (협업 필터링 및 하이브리드 필터링을 이용한 동종 브랜드 판매 매장간(間) 취급 SKU 추천 시스템)

  • Joe, Denis Yongmin;Nam, Kihwan
    • Journal of Intelligence and Information Systems
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    • v.23 no.4
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    • pp.77-110
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    • 2017
  • Recently, the diversification and individualization of consumption patterns through the web and mobile devices based on the Internet have been rapid. As this happens, the efficient operation of the offline store, which is a traditional distribution channel, has become more important. In order to raise both the sales and profits of stores, stores need to supply and sell the most attractive products to consumers in a timely manner. However, there is a lack of research on which SKUs, out of many products, can increase sales probability and reduce inventory costs. In particular, if a company sells products through multiple in-store stores across multiple locations, it would be helpful to increase sales and profitability of stores if SKUs appealing to customers are recommended. In this study, the recommender system (recommender system such as collaborative filtering and hybrid filtering), which has been used for personalization recommendation, is suggested by SKU recommendation method of a store unit of a distribution company that handles a homogeneous brand through a plurality of sales stores by country and region. We calculated the similarity of each store by using the purchase data of each store's handling items, filtering the collaboration according to the sales history of each store by each SKU, and finally recommending the individual SKU to the store. In addition, the store is classified into four clusters through PCA (Principal Component Analysis) and cluster analysis (Clustering) using the store profile data. The recommendation system is implemented by the hybrid filtering method that applies the collaborative filtering in each cluster and measured the performance of both methods based on actual sales data. Most of the existing recommendation systems have been studied by recommending items such as movies and music to the users. In practice, industrial applications have also become popular. In the meantime, there has been little research on recommending SKUs for each store by applying these recommendation systems, which have been mainly dealt with in the field of personalization services, to the store units of distributors handling similar brands. If the recommendation method of the existing recommendation methodology was 'the individual field', this study expanded the scope of the store beyond the individual domain through a plurality of sales stores by country and region and dealt with the store unit of the distribution company handling the same brand SKU while suggesting a recommendation method. In addition, if the existing recommendation system is limited to online, it is recommended to apply the data mining technique to develop an algorithm suitable for expanding to the store area rather than expanding the utilization range offline and analyzing based on the existing individual. The significance of the results of this study is that the personalization recommendation algorithm is applied to a plurality of sales outlets handling the same brand. A meaningful result is derived and a concrete methodology that can be constructed and used as a system for actual companies is proposed. It is also meaningful that this is the first attempt to expand the research area of the academic field related to the existing recommendation system, which was focused on the personalization domain, to a sales store of a company handling the same brand. From 05 to 03 in 2014, the number of stores' sales volume of the top 100 SKUs are limited to 52 SKUs by collaborative filtering and the hybrid filtering method SKU recommended. We compared the performance of the two recommendation methods by totaling the sales results. The reason for comparing the two recommendation methods is that the recommendation method of this study is defined as the reference model in which offline collaborative filtering is applied to demonstrate higher performance than the existing recommendation method. The results of this model are compared with the Hybrid filtering method, which is a model that reflects the characteristics of the offline store view. The proposed method showed a higher performance than the existing recommendation method. The proposed method was proved by using actual sales data of large Korean apparel companies. In this study, we propose a method to extend the recommendation system of the individual level to the group level and to efficiently approach it. In addition to the theoretical framework, which is of great value.

Development of the 3D Virtual Fitting Room Simulator using Augmented Reality (증강현실을 이용한 3D 가상 피팅룸 시뮬레이터의 개발)

  • Kim, Sung-Ho
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.449-454
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    • 2013
  • Recent, the number of consumers using home shopping are in increase. So, there have been a lot of effort to provide services that meet the consumer's eye level in each store. In particular, apparel stores have been conducted the research for virtual fitting room based on augmented reality technology that consumers can simulate in real time costumes that meet the tastes of consumers in online and offline market. In addition, some services has already progress. The general virtual fitting room simulator built the user interface based on OpenCV, augmented reality API, Kinect, and so on. But, it has the disadvantage that the equipment is expensive. In this paper, we have developed a 3D virtual fitting room simulator based on augmented reality technology using OpenCV and libsigc$^{++}$. This simulator can simulate easily in general home without any special equipment. This simulator is expected to be available very efficient in online and offline market as well as home shopping.

A Comparative Study on the Consumer Behavior between Online and Offline Channels (온라인과 오프라인 유통경로에서 소비자 구매행동에 대한 비교연구 -제품유형과 구매속성 중요도를 중심으로-)

  • Park, Chul
    • Proceedings of the Korean DIstribution Association Conference
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    • 2001.11b
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    • pp.145-163
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    • 2001
  • 최근 인터넷 상거래가 급속히 확산되면서 기업의 경쟁이 실물세계와 가상세계에서 발생하는 현상이 전개되고 있다. 즉, 유통경로의 측면에서 볼 때 기존의 물리적 세계에 존재하는 전통적인(오프라인) 유통경로와 사이버공간에 존재하는 가상(온라인) 유통경로가 서로 경쟁하는 형국이 벌어지고 있는 것이다. 유통경로간 경쟁의 중심부에는 고객이 자리잡고 있다. 어떤 경로든 소비자의 욕구를 정확히 파악하고, 이들에게 최상의 유통서비스를 제공하는 경로는 생존·번영할 수 있을 것이다. 사실 현재 진행되고 있는 논의들과 현상들을 볼 때, 어느 한 유통경로가 다른 유통경로를 완전히 대체하는 제로섬 게임의 양상은 나타나고 있지 않다. 즉, 상당기간 두 유통경로는 상호 병존할 것으로 보인다. 본 연구는 이러한 점에 초점을 맞추어 이들 두 경로가 자신들만의 차별화된 경쟁우위를 가지고 생존할 수 있는 마케팅전략을 구상하기 위해 시도되었다. 이러한 전략을 제시하기 위해서는 우선 이들 두 경로상에서 소비자의 구매(쇼핑)행동은 어떻게 다른가에 대한 비교연구가 선행되어야 할 것이다. 본 연구는 온라인 유통경로와 오프라인 유통경로에서 소비자 구매행동의 차이를 비교분석 하는데 그 목적을 두고 있다. 특히 제품유형별로 온라인과 오프라인에서 구매속성중요도가 어떻게 달라지는가를 확인. 검증해 보기 위해 시도되었다. 캐주얼의류, 여행상품, 음악CD를 가지고 인터넷 사용자 500명을 대상으로 온라인조사를 실시한 결과, 온라인과 오프라인에서 구매속성 중요도에는 유의한 차이가 나타났다. 이 결과를 토대로 오프라인 매장과 온라인 매장이 어떻게 차별화해야 하는가에 대한 시사점을 제시하였다.통계적인 차이가 있었다(P<0.05). 계육내 CLAisomer는 1, 2, 3% 급여구에서 각각 12.23, 18.74, 25.67 mg/g으로 처리구간에 현저한 차이를 보였다(P<0.05). 본 연구의 결과 CLA의 급여는 SBO와 CT에 비하여 증체량을 개선하고 혈중HDL을 높여주는 경향을 보였지만 ND항체가는 개선되지 못하였다.으며, 그 효과는 농도에 의존적이었다, 고콜레스테롤 투여군(HC)의 분변 중 총 지질과 중성지방 농도는 정상대조군(C)에 비해 다소 높았고, 총 콜레스테롤의 경우는 유의적으로 높게 나타났다. 그러나 뽕잎첨가군(HC5M과 HC10M)의 총 지질, 중성지방 및 콜레스테롤 농도는 콜레스테롤 투여군(HC)에 비해 분변으로 배설량이 증가하는 현상을 보였다. 이상의 결과를 살펴보면 뽕잎 분말은 고콜레스테롤식이를 섭취하는 경우 혈청과 간장의 지질수준은 떨어뜨리고, 분변중 지질배설량을 상승시키는 효과가 현저한 것으로 보인다.둘째. 1990년대 한국과 미국 패션시장의 가격과 품질간의 상관계수의 범위는 제품군별. 산업범주별 로 상이한 분포를 보이고 있었다. 패션제품군별로 보 면, 한국의 경우는 가장 높은 '여행용가방(r = 0.707)' 에서 가장 낮은 '자외선 차단화장품(r = -0.58)'까지, 그리고 미국 패션제품군의 상관계수의 범위는 '팬티 스타킹'의 0.820에서 '남성용 런닝슈즈'의 -0.472까지의 분포를 나타냈다. 마지막으로, 제품의 가격과 품질에 대한 정보를 소비자가 알 경우 얻을 수 있는 소비자의 구매이득 을 추산한 결과 패션제품시장에서 완전한 품질정보를 가지고 있다고 가정한 '현명한 사람'은, 최고가격의 제품만을

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