• Title/Summary/Keyword: 온라인/오프라인

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The Impact of Service Quality on Consumer's Attitude in O2O Context (O2O(Online-to-Offline) 환경에서 서비스 품질요인이 소비자의 태도에 미치는 영향)

  • Moon, Yun Ji;Choi, Hun;Jeong, Hyejin;Kim, Jaekyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.455-456
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    • 2015
  • In O2O environment (Online-to-Offline), providers attract new customers via websites and lead them to pay online, then induce them again to offline when receiving products. Thus, online and offline channel is integrated and create synergy for marketing in O2O context. As online and offline channel coexist in O2O, consumers' perceptions for products and services that providers offer cannot help being different compared to an independent channel (i.e., either online or offline). Therefore, this research aims to explore the effect of perceived service quality on consumer's trust and attitude, who have purchased products in O2O context. For testing the hypothesized research model, the current paper conducts survey and empirical test.

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A Study on the Effect of O2O Service Quality on User Satisfaction and Intention of Reuse (O2O서비스 품질이 사용자만족과 재이용의도에 미치는 영향에 관한연구)

  • Lee, Ok Ju;Yang, Dong Woo
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.165-178
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    • 2017
  • O2O platforms are developing in a business area of daily life with evolution of IT technology. The aim of this research is to identify any quality factor of online and offline which affects the satisfaction of O2O service by business characteristic and to varify the relationship between service satisfaction and reuse intention. In this study, information quality, system quality and service quality are defined as factors for online quality and perceived quality and perceived price defined as offline quality. This study was conducted on 199 users who use O2O service. The results showed that online quality system and perceived price of offline quality had a positive effect on user satisfaction and that user satisfaction had a positive effect on Intention to Reuse. These results will provide guidelines for O2O service providers to improve their online services and to select an offline vendor for the O2O platform. It would provide customized O2O service according to personal property of a customer, in case that further research by types of business or service, which are not covered this paper.

Analysis and Design of Fruit e-Commerce System based on IoT (IoT 기반 과일 전자상거래 시스템의 분석 및 설계)

  • Cho, Byung-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.3
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    • pp.135-141
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    • 2018
  • Recently online e-commerce system is grew up rapidly comparing to offline commerce and is made up actively in all commerce field. Offline commerce is uneffective because it is very complicated for distribution structure and spend too much money. On the other hand, existing online e-commerce system is reluctant for purchase because of not having their confidence of fruit's freshness. Therefore in my paper, as e-commerce system based on IoT using each sensors, RFID tags and networks is suggested, consumer can see freshness of fruits and make order it by on-line having assurance of it. Also it shows that this objected-oriented analysis and design method is very useful for the build of common use system from now on.

A Study on Changes in Consumption Behavior due to the Risk of the COVID-19 Pandemic (COVID-19 팬데믹 위험으로 인한 소비행동의 변화 연구)

  • Oh, Jong-chul;Lee, Yu-sun;Kim, Jae-hong
    • Journal of Venture Innovation
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    • v.5 no.2
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    • pp.49-66
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    • 2022
  • This study intends to examine how the perception of covid-19 risk affects consumers' consumption behavior based on previous studies in a situation where the spread of covid-19 is prolonged. This study demonstrates how consumers' perception of covid-19 risk affects online and offline consumption behavior through the perceived severity, perceived vulnerability, coping effectiveness, and self-efficacy of the revised protective motivation theory (Rogers, 1983). We want to test it through analysis. In order to achieve the purpose of this study, consumers living in Seoul and Gyeonggi Province who have purchased within the past 3 months were selected as a sample. In addition, variable data such as risk perception of covid-19, perceived severity, perceived vulnerability, coping effectiveness, self-efficacy, online purchase attitude and purchase intention, offline purchase attitude and purchase intention were collected through the questionnaire.A total of 363 copies of valid responses were tested to test the hypothesis of the relationship between variables through the covariance structure model. The analysis results of this study were first, that covid-19 risk perception had a significant positive (+) effect on perceived severity, perceived vulnerability, and coping effectiveness. Second, perceived severity and perceived vulnerability were found to have a significant positive (+) effect on offline purchasing attitude. Third, perceived severity, perceived vulnerability, coping plan effectiveness, and self-efficacy were all found to have significant positive (+) effects on online purchase attitude. Finally, it was found that offline purchase attitude and online purchase attitude had a significant positive (+) effect on offline purchase intention and online purchase intention, respectively. Also, it was found that online purchase attitude had a negative (-) effect on offline purchase intention. The results of this analysis will provide meaningful implications for the establishment of strategies for distribution channels according to the social risk of infectious diseases.

Development of VR Image contents platform in online market (온라인 마켓의 VR 영상 플랫폼 개발)

  • Ahn, In-Soo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.213-214
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    • 2018
  • 온라인 마켓을 통한 교육용 영상콘텐츠의 유통은 안정적인 시장을 형성하고 있지만, 오프라인 교육의 효과를 전적으로 대체하기는 어려운 것으로 나타났다. IT 기술의 발전에 따른 가상현실 시장인 VR(Virtual Reality)이 주목 받고 있으며 이를 접목한 다양한 콘텐츠가 대중에게 서비스 되고 있다. 본 연구에서는 온라인에서 교육적인 효과를 향상시킬 수 있는 교육용 VR 영상 플랫폼 제공 방안을 제안한다.

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Study On Online Platform For Personal Exhibition In Metaverse Emvironment (메타버스환경에서 온라인 개인 전시 방법 연구)

  • Park, Yu Mi;Shin, Choon Sung
    • Smart Media Journal
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    • v.11 no.6
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    • pp.37-50
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    • 2022
  • This proposes a direction to build and provide an exhibition space based on the metaverse platform so that artists can independently open their own exhibitions in an online environment. Although many artists are produced every year, offline exhibitions are becoming difficult due to not many art galleries, and offline exhibitions are becoming impossible due to Corona, which began at the end of 2019, and online exhibitions are emerging as an alternative. We analyze cases of existing online exhibition methods and visit online exhibition methods such as web, video, and virtual reality and metaverse environment then present a plan for individual exhibitions in consideration of the recent metaverse environment. The proposed metaverse-based personal exhibition method is structured so that artists can construct a space on the metaverse and place their works, and then viewers can freely take a look on it from a remote location. Based on the proposed exhibition direction, the representative metaverse platform was applied to confirm the characteristics and possibilities of exhibition space and composition of works and users' exhibition experience. In the face of the rise of online exhibitions, space can be constructed in the direction the artist pursues in online exhibitions as well as offline exhibitions, but also online exhibitions, and hopes that online exhibitions will become another genre of exhibitions rather than incidental after the end of Covid-19.

A Ontact Relay System Based on Audience Participation Using a NDI Technology (NDI 기술을 적용한 관객 참여형 온택트 중계시스템)

  • Kim, Jin-joo;Kim, Na-eun;Kim, Ye-eun;Choi, Ji-hye;Kim, Ju-hee;Lee, Sang-un
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.252-255
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    • 2021
  • 코로나19 바이러스로 인해 이전에는 부가적으로 이루어졌던 온라인 공연이 오프라인 공연의 대안으로 떠오르며 비대면을 일컫는 '언택트(Untact)'에 온라인을 통한 외부와의 '연결(On)'을 더한 개념인 온택트 공연의 사례가 늘어나고 있다. 그러나 오프라인 콘서트에 직접 참여하여 느낄 수 있는 공연자와 관객 간의 상호작용을 전달하기는 어렵다. 이에 본 논문에서는 'ZOOM'이라는 화상회의 플랫폼을 활용하여 현장감을 더하고, 기존의 중계시스템에서 사용하던 SDI 방식보다 더 간단하고 효율적인 NDI(Network Device Interface) 기술을 적용한 온택트 중계시스템을 제안한다.

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Recommended System for Cosmetics Using Inception v3 module (Inception v3를 이용한 화장품 추천 시스템)

  • Jang, YoungHoon;Raza, Syed Muhammad;Kim, MoonSeong;Choo, HyunSeung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.372-374
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    • 2020
  • 최근 화장품이나 뷰티산업의 성장이 가속화되고 있다. 이에 따라 시장에 다양한 뷰티제품들이 출시되고 있지만 그로 인해 오히려 본인에게 적합한 제품이 무엇인지 알지 못하는 경우가 많다. 온라인을 통해 구매하는 경우 구매후기 및 광고에 의지해야 하며 전문가의 조언을 구하기 위해서는 오프라인 상점을 방문할 수밖에 없다. 그러나 오프라인 상점을 방문한 경우에도 자신에게 적합한 화장품을 추천받는 것 또한 다분하지 않다. 본 논문에서는 이러한 문제점을 해결하고자 온라인 환경에서 소비자에게 맞는 상품의 광고 및 정보를 받을 수 있는 화장품 추천 서비스를 제안한다. 또한 제안서비스는 AI기능을 적용하여 기존의 방식보다 소비자 친화적인 서바스를 제공하는 것을 목표로 한다.

Influence of Trust, Uncertainty, Transaction Cost, and Individual's Neuroticism on Continuous Purchase Intentions in the Context of Multi-channels Shopping (멀티채널 쇼핑상황에서 신뢰, 불확실성, 거래비용 및 뉴로티시즘이 지속구매의도에 미치는 영향)

  • Jeon, Hyeon Gyu;Lee, Kun Chang
    • Science of Emotion and Sensibility
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    • v.19 no.4
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    • pp.41-54
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    • 2016
  • Recently, in the arena of online shopping, the gap between offline channel and online channel tends to be narrowed significantly. Though previous studies also represent this trend, it still remains ambiguous how much offline trust has a significant influence on user's online shopping behaviors. Furthermore, those research issues such as how individual neuroticism, uncertainty, and transaction cost plays an important role in explaining user's online shopping satisfaction and continuance intention. In this sense, this study aims to organize a new research model including offline trust, uncertainty, transaction cost, satisfaction, and continuance intention. Especially, we are interested in investigating how much moderating effects the individual neuroticism possesses for the paths among the rest of constructs. By using 406 valid questionnaires, we found empirically that transaction cost affects user's online shopping continuance intention, but it has no influence on satisfaction. The individual neuroticism has full moderating effects on the paths on the rest of constructs included in the proposed research model.

A Study of On-line through Creative Group thinking process of inclusive education (온라인에서 집단적 발상 과정을 통한 통합교육 연구)

  • Han, Koung-Don;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.451-454
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    • 2011
  • 현대 지식 정보화 사회에서 컴퓨터 기술을 활용한 창의적 사고(思考)가 매우 중요한다. 다양한 정보기술을 어떤 방법으로 도출하고 활용하느냐에 따라 경제적, 사회적, 문화적으로 윤택한 생활을 영위할 수 있다. 광대역 종합정보통신네트워크의 발달과 더불어 온라인(On-line)에서 새로운 아이디어 프로그램은 다양한 산업분야에 활용될 수 있으며, 네트워크상의 상호작용으로 인한 시너지 효과는 멀티미디어정보서비스 산업을 더욱 발전시킬 수 있다. 본 논문은 지식 정보화 사회의 통합교육(장애인, 비장애인 대학생)에서 집단적 아이디어 발상을 통하여 문제해결 능력을 키우기 위하여 네트워크상에서 상호간의 창의적 사고 과정을 진행함으로서 오프라인(Off-line)에서의 산업디자인 개발에 대한 문제점들을 보안하고 해결하고자 한다. 첫째로, 온 오프라인에서의 통합교육학생들의 창의적 집단 아이디어 발상에 대한 방법을 비교 분석한다. 둘째로, 온 오프라인에서 아이디어 발상량을 분석하여 팀원간의 의사소통과 정보전달의 수단으로 이용하는 어플리케이션에 대한 발상적 사고요인을 연구한다. 이와 같은 연구를 통해서 IT(Information Technology) 기반의 창의적 집단 발상 교육이 통합교육에 차별화된 콘텐츠로 활용할 수 있도록 한다.

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