• Title/Summary/Keyword: 제품선택속성

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IPA on the Choice Attribute of HMR (Home Meal Replacement) Products - Focusing on the Comparison among Consumers aged between 20 and 40, or over 50 - (HMR(Home Meal Replacement) 제품 선택속성에 대한 IPA 분석 - 20~40대와 50대 이상 소비자 비교를 중심으로 -)

  • Choi, Jung-Hwa;Yi, Na-Young
    • The Korean Journal of Food And Nutrition
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    • v.32 no.1
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    • pp.50-60
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    • 2019
  • The importance and satisfaction with the purchasing characteristics and choice attribute of home meal replacement (HMR) products for consumers aged between 20 and 40, or over 50. In addition to identify the factors that must be first considered in the development of HMR products importance-performance analysis. 791 consumers aged between 20 and 40, or over 50, living in Seoul have experience in purchasing HMR participated in the survey. The survey consisted of four sections: The purchasing characteristics of HMR, the importance and satisfaction with HMR choice attribute, and general questions. T-tests and IPA were conducted to compare the groups of consumers aged between 20 and 40, or over 50. The factor analysis show the following results: 0.899 for "convenience", 0.094 for "hygiene", 0.871 for "quality", 0.834 for "taste", and 0.822 for "price". The average score of the importance of the choice attribute when purchasing HMR products 3.50. For consumers aged between 20 and 40, the score 3.49. For consumers over 50, the score 3.52. There is a significant difference "hygiene (p<0.001)", "quality (p<0.05)", and "price (p<0.05)". For consumers aged between 20 and 40, the score 3.72. For consumers over 50, the score was 3.78. There a significant difference only in "hygiene (p<0.05)". The results of the IPA demonstrate that the categories that belong to "Focus here" are "new HMR products" and "diverse HMR products" for all consumers aged between 20 and 40 and over 50. Hence, food companies should endeavor to develop new and diverse HMR products first.

A Study on Named Entity Recognition for Effective Dialogue Information Prediction (효율적 대화 정보 예측을 위한 개체명 인식 연구)

  • Go, Myunghyun;Kim, Hakdong;Lim, Heonyeong;Lee, Yurim;Jee, Minkyu;Kim, Wonil
    • Journal of Broadcast Engineering
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    • v.24 no.1
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    • pp.58-66
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    • 2019
  • Recognition of named entity such as proper nouns in conversation sentences is the most fundamental and important field of study for efficient conversational information prediction. The most important part of a task-oriented dialogue system is to recognize what attributes an object in a conversation has. The named entity recognition model carries out recognition of the named entity through the preprocessing, word embedding, and prediction steps for the dialogue sentence. This study aims at using user - defined dictionary in preprocessing stage and finding optimal parameters at word embedding stage for efficient dialogue information prediction. In order to test the designed object name recognition model, we selected the field of daily chemical products and constructed the named entity recognition model that can be applied in the task-oriented dialogue system in the related domain.

Development of personalized clothing recommendation service based on artificial intelligence (인공지능 기반 개인 맞춤형 의류 추천 서비스 개발)

  • Kim, Hyoung Suk;Lee, Jong Hyuck;Lee, Hyun Dong
    • Smart Media Journal
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    • v.10 no.1
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    • pp.116-123
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    • 2021
  • Due to the rapid growth of the online fashion market and the resulting expansion of online choices, there is a problem that the seller cannot directly respond to a large number of consumers individually, although consumers are increasingly demanding for more personalized recommendation services. Images are being tagged as a way to meet consumer's personalization needs, but when people tagging, tagging is very subjective for each person, and artificial intelligence tagging has very limited words and does not meet the needs of users. To solve this problem, we designed an algorithm that recognizes the shape, attribute, and emotional information of the product included in the image with AI, and codes this information to represent all the information that the image has with a combination of codes. Through this algorithm, it became possible by acquiring a variety of information possessed by the image in real time, such as the sensibility of the fashion image and the TPO information expressed by the fashion image, which was not possible until now. Based on this information, it is possible to go beyond the stage of analyzing the tastes of consumers and make hyper-personalized clothing recommendations that combine the tastes of consumers with information about trends and TPOs.

The Influence of Key Opinion Consumers on Purchase Intention in Live Streaming Commerce

  • Cong-Ying Sun;Jin-Yan Tian
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.211-221
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    • 2024
  • Live streaming commerce has emerged as an innovative e-commerce model. This study, based on the Elaboration Likelihood Model (ELM), aims to explore the impact of Key Opinion Consumers' (KOCs) attributes in live streaming commerce on purchase intentions on short video platforms. A survey was conducted with 411 consumers, and data analysis and hypothesis testing were performed using SPSS 24.0 and AMOS 23.0 software. Research has found that differences in consumers' information processing abilities lead to different pathway selections. Central route factors such as recommendation consistency, product involvement, and professionalism, as well as peripheral route factors such as recommendation timeliness, all have significant positive effects on consumers' purchase intention. However, visual cues in the peripheral route do not have a significant impact. This study aims to provide theoretical support and practical guidance for the development of the live streaming commerce industry, and to help companies adjust their promotion strategies based on differences in consumer information processing, thereby improving purchase conversion rates.

Design of Knowledge-based Spatial Querying System Using Labeled Property Graph and GraphQL (속성 그래프 및 GraphQL을 활용한 지식기반 공간 쿼리 시스템 설계)

  • Jang, Hanme;Kim, Dong Hyeon;Yu, Kiyun
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.40 no.5
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    • pp.429-437
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    • 2022
  • Recently, the demand for a QA (Question Answering) system for human-machine communication has increased. Among the QA systems, a closed domain QA system that can handle spatial-related questions is called GeoQA. In this study, a new type of graph database, LPG (Labeled Property Graph) was used to overcome the limitations of the RDF (Resource Description Framework) based database, which was mainly used in the GeoQA field. In addition, GraphQL (Graph Query Language), an API-type query language, is introduced to address the fact that the LPG query language is not standardized and the GeoQA system may depend on specific products. In this study, database was built so that answers could be retrieved when spatial-related questions were entered. Each data was obtained from the national spatial information portal and local data open service. The spatial relationships between each spatial objects were calculated in advance and stored in edge form. The user's questions were first converted to GraphQL through FOL (First Order Logic) format and delivered to the database through the GraphQL server. The LPG used in the experiment is Neo4j, the graph database that currently has the highest market share, and some of the built-in functions and QGIS were used for spatial calculations. As a result of building the system, it was confirmed that the user's question could be transformed, processed through the Apollo GraphQL server, and an appropriate answer could be obtained from the database.

Style for the Consumer's Awareness and Purchase Behavior about the Forest Product (임산물 가공품 개발을 위한 인식 및 구매 행동 조사)

  • Lee, Eun Young;Yeo, Ga Eun;Lee, Ji O;Jeon, Yoowha;Cho, Mi Sook;Oh, Ji Eun
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.77-87
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    • 2020
  • This study aims to suggest basic data for developing forest product in Jeongeup City by surveying and analyzing consumer awareness and purchasing behavior. A survey was conducted focusing on local tourist attractions in Jeongeup City, and the analysis was conducted on 234 people. Among the local specialty processed products that the survey participants had experience in purchasing, food was mainly tea, concentrate solution, liquor, snacks and fruit syrup/enzyme. The therapy was shown in order of soap, aroma oil, and lotion. It was found that the purchase cost was more than 10,000 won and less than 30,000 won. Major purchase uses were for direct use and gifts, and 56.8% of the customers were satisfied with the satisfaction of the products, which were found to be purchased because of their good quality, good gift, and good health functions. In the question of 11 kinds of forest products, the subjects were aware of bokbunja, balloon flower, wild flower, deodeok, bracken, durum, and mal, among which bokbunja and wild flower were recognized as the representative forest products of Jeongeup. A cluster of food and therapy product selection attributes was analyzed to find target consumers. As the group that is interested in forest products and values the safety and quality of products is highly recognized, the value of forest products should be increased in consideration of the quality and safety of forest products when developing products in the future.

Survey of Prototyping Tools for Interactive Product Design (인터랙티브 제품 디자인을 위한 프로토타이핑 도구 조사)

  • Nam, Tek-jin;Yim, Ji-Dong
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.165-174
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    • 2005
  • The development of digital technologies transforms the design targets, characteristics of the targets and the role of designers. The paper highlights the role of prototyping in the interactive digital product design process and presents the survey and analysis of prototyping tools that can be used by designers in designing such products. From the review of tools in design related fields. the classification framework for the tools were presented. The framework has the criteria of the fidelity of prototypes, the stage when the prototyping is used, and design targets. Based on the analysis, the implications for using the tools are suggested. They includes that prototyping is important in the concept stage for designers and different tools and methods are to be applied according to design targets and objectives. Prototyping tools need to support exploring design concepts without being constrained by implementation technologies The collaboration with other professionals can also help effective prototyping. Existing tools familiar to designers can be effective platforms for the new design problems. The results can be guidlines with which designers choose more appropriate prototyping tools when they face new design problems. It also make practical contribution in improving design efficiency and design education for interactive product design projects.

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A Study on Consumer Value Perception through Social Big Data Analysis: Focus on Smartphone Brands (소셜 빅데이터 분석을 통한 소비자 가치 인식 연구: 신규 스마트폰을 중심으로)

  • Kim, Hyong-Jung;Kim, Jin-Hwa
    • The Journal of Society for e-Business Studies
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    • v.22 no.1
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    • pp.123-146
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    • 2017
  • The information that consumers share in the SNS (Social Networking Service) has a great influence on the purchase of consumers. Therefore, it is necessary to pay attention to new research methodology and advertising strategy using Social Big Data. In this context, the purpose of this study is to quantitatively analyze customer value through Social Big Data. In this study, we analyzed the value structure of consumers for the three smartphone brands through text mining and positive/negative image analysis. Analysis result, it was possible to distinguish the emotional aspects (sensitivity) and rational aspects (rationality) for customer value per brand. In the case of the Galaxy S7 and iPhone 6S, emotional aspects were important before the launch, but the rational aspects was important after release date. On the other hand, in the case of the LG G5, emotional aspects were important before and after launch. We can propose two core advertising strategies based on analyzed consumer value. When developing advertising strategy in the case of the Galaxy S7, there is a need to emphasize the rational aspects of product attributes and differentiated functions. In the case of the LG G5, it is necessary to consider the emotional aspects of happiness, excitement, pleasure, and fun that are felt by using products in advertising strategy. As a result, this study will provide a good standard for actual advertising strategy through consumer value analysis. Advertising strategies are primarily driven by intuition or experience. Therefore, it is important to develop advertising strategies by analyzing consumer value through social big data analysis.

A Study on the Effects of Store Choice Criteria of Mass Merchandisers on Store Loyalty with Customer Emotions as Moderating Variables (대형마트 점포선택기준이 점포애호도에 미치는 영향)

  • Oh, Young-Ho;Jung, Yong-Tae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.6 no.3
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    • pp.147-175
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    • 2011
  • The purpose of this study is to examine the effects of store choice criteria on customer satisfaction and store loyalty, and the moderating effects of customer emotions on the causal relationship between store choice criteria and customer satisfaction. In this regard, this study tries to identify the effects of store choice criteria on customer satisfaction and store loyalty in case of mass merchandisers, and to analyze the moderating effects of customer emotions on the causal relationship between store choice criteria and customer satisfaction. For this purpose, 300 customers, who have ever shopped at mass merchandisers, were surveyed and 246 valid responses were finally used for the data analysis. The results of this study are as follows. First, out of six store choice criteria, product factors, store reputation and physical environment turn out to have statistically significant effects on customer satisfaction. This result confirms those of the previous studies. On the other hand, store accessibility, subsidiary facilities and store atmosphere are not found to have statistically significant effects on customer satisfaction. This result is somewhat different from those of previous studies, and so further research on the subject needs to be carried out. Secondly, it turns out that customer satisfaction has a statistically significant effect on store loyalty, which is in line with the results of previous studies that perceived emotions affect customers' store attitudes which in turn influence their revisit intentions. Thirdly, as for the moderating effects of customer emotions on the relationship between store choice criteria and customer satisfaction, pleasure moderates the effects of store accessibility, subsidiary facilities and store atmosphere on customer satisfaction, arousal moderates the effects of product factors, subsidiary facilities and store reputation on customer satisfaction, and finally dominance moderates the effects of product factors and subsidiary facilities on customer satisfaction. These findings partially support the results of previous studies that customers' in-store emotional experiences such as feeling good or bad enhance their store loyalty.

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The influence of perceived usefulness and perceived ease of use of experience store on satisfaction and loyalty (체험매장의 지각된 용이성과 유용성이 만족과 충성도에 미치는 영향)

  • Lee, Ji-Hyun
    • Journal of Distribution Science
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    • v.9 no.3
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    • pp.5-14
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    • 2011
  • One of the new roles of modern retail stores is to supply consumers with a memorable experience. In Korea, enhancing a store's environment so that customers remember a unique shopping experience is recognized as a sound strategy for strengthening the store's competitiveness. Motivated by this incentive, awareness of the experience-store concept is starting to increase in various categories of the retail industry. However, many experience stores, except in a few cases, have yet to derive a significant profit, explaining why Korean consumers are somewhat unfamiliar with, yet fascinated by, the experience stores that now exist in the country. Consumer satisfaction directly, and indirectly, affects a company's future profit and potential financial gain; customer satisfaction also affects loyalty. Therefore, knowing the significant factors that increase satisfaction and loyalty is essential for any company, in any field, to be able to effectively differentiate itself from the competition. Intrigued by increased competition opportunities, most Korean companies have adopted experience-store marketing strategies. When establishing the most effective processes for increasing sales and achieving a sustainable competitive advantage of a new concept, companies should consider certain factors that influence consumers' ability to accept new concepts and ideas. The Technology Acceptance Model (TAM) is a theory that models how people accept new concepts. TAM proposes the following two factors that influence a person's decisions about how, and when, he or she will use a new product: "perceived usefulness" and "perceived ease of use." Much of the existing research has suggested that a person's character also affects the process for accepting new ideas. Such personal character attributes as individual preferences, self-confidence, and a person's values, traits, and/or skills affect the process for willingly consenting to try something new. It will be meaningful to establish how the TAM theory's components, as well as personal character, affect individuals accepting the experience-store concept. To that end, as it pertains to an experience store, the first goal of the study is to examine the influence of innovative factors (perceived usefulness and perceived ease of use) on satisfaction and loyalty. The second objective is to define the moderate effect of consumers' personal characteristics on the model. The proposed model was tested on 149 respondents who were engaged in leisure sports activities and bought sports outdoor garments and equipment. According to the study's findings, the satisfaction and loyalty of an experience store can be explained by perceived usefulness and perceived ease of use, with the study's results demonstrating the stronger of the two factors being "perceived ease of use." The study failed to explain the effects of a person's character on the model. In conclusion, when the companies that operate the experience stores execute their marketing and promotion strategies, they should stress the stores' "ease of use" product components. Additionally, it can be extrapolated from the study data that since the experience-store idea is still relatively unfamiliar to Korean consumers, most customers are not yet able to evaluate, nor take a position regarding, their respective attitudes toward experience stores.

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