• Title/Summary/Keyword: 패션 쇼핑몰

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Analysis Method of User Review using Open Data (오픈 데이터를 이용한 사용자 리뷰 분석 방법)

  • Choi, Taeho;Hwang, Mansoo;Kim, Neunghoe
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.6
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    • pp.185-190
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    • 2022
  • Open data has a lot of economic value. Not only Korea, but many other countries are doing their best to make various policies and efforts to expand and utilize open data. However, although Korea has a large amount of data, the data is not utilized effectively. Thus, attempts to utilize those data should be made in various industries. In particular, in the fashion industry, exchange and refund problems are the most common due to unpredictable consumers. Better feedback is necessary for service providers to solve this problem. We want to solve it by showing improved images of dissatisfactions along with user reviews including consumer needs. In this paper, user reviews are analyzed on online shopping mall websites to identify consumer needs, and product attributes are defined by utilizing the attributes of K-fashion data. The users' request is defined as a dissatisfaction attribute, and labeling data with the corresponding attribute is searched. The users' request is provided to the service provider in forms of text data or attributes, as well as an image to help improve the product.

Methods Comparison: Enhancing Diversity for Personalized Recommendation with Practical E-Commerce Data

  • Paik, Juryon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.59-68
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    • 2022
  • A recommender system covers users, searches the items or services which users will like, and let users purchase them. Because recommendations from a recommender system are predictions of users' preferences for the items which they do not purchase yet, it is rarely possible to be drawn a perfect answer. An evaluation has been conducted to determine whether a prediction is right or not. However, it can be lower user's satisfaction if a recommender system focuses on only the preferences, that is caused by a 'filter bubble effect'. The filter bubble effect is an algorithmic bias that skews or limits the information an individual user sees on the recommended list. It is the reason why multiple metrics are required to evaluate recommender systems, and a diversity metrics is mainly used for it. In this paper, we compare three different methods for enhancing diversity for personalized recommendation - bin packing, weighted random choice, greedy re-ranking - with a practical e-commerce data acquired from a fashion shopping mall. Besides, we present the difference between experimental results and F1 scores.

A Study on New-Hanbok Styling of Online Shopping Mall (온라인쇼핑몰 신한복 스타일링에 관한 연구)

  • Yim, Lynn
    • Journal of Fashion Business
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    • v.23 no.4
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    • pp.68-85
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    • 2019
  • The purpose of this study is to analyze the characteristics of the New-Hanbok styling of online shopping mall, and to also suggest a solution to the problems of the New-Hanbok styling and develop a progressive plan. The research method was to search six keywords related to 'Hanbok' in the search portal 'Naver' and select 14 Hanbok brand companies. A total of 412 pictures of products for the model used on main screen were analyzed among 14 companies. The results of analyzing the New-Hanbok styling are as follows. First, the New-Hanbok styling showed the unstructured characteristics like unconventional arrangement after getting out of the fixed form of traditional Hanbok styling elements. Secondly, diverse images were represented as the hairstyle and makeup were highlighted as the elements of New-Hanbok styling. Thirdly, the new, fresh, trendy, and fashionable New-Hanbok styling was shown through the mix-and-match of traditional Korean-style accessories and fashion jewelries. However, regarding the New-Hanbok styling shown in online shopping mall, the overlapped items were especially found while the difference in material, pattern, and color required to overcome this problem was insufficient. It was lacking in the styling consistency for the establishment brand image while the awareness of the importance of accessory styling was insufficient. The brand competitiveness of the New-Hanbok could be secured by raising awareness on differentiation, consistency, and importance through the styling elements such as item composition, material, pattern, color, hairstyle, makeup, and accessory of brand.

The Usefulness of Product Display of Online Store by the Product Type of Usage Situation - Focusing on the moderate effect of the product portability - (사용상황별 제품유형에 따른 온라인 점포 제품디스플레이의 유용성 - 제품 휴대성의 조절효과를 중심으로 -)

  • Lee, Dong-Il;Choi, Seung-Hoon
    • Journal of Distribution Research
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    • v.16 no.2
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    • pp.1-24
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    • 2011
  • 1. Introduction: Contrast to the offline purchasing environment, online store cannot offer the sense of touch or direct visual information of its product to the consumers. So the builder of the online shopping mall should provide more concrete and detailed product information(Kim 2008), and Alba (1997) also predicted that the quality of the offered information is determined by the post-purchase consumer satisfaction. In practice, many fashion and apparel online shopping malls offer the picture information with the product on the real person model to enhance the usefulness of product information. On the other virtual product experience has been suggested to the ways of overcoming the online consumers' limited perceptual capability (Jiang & Benbasat 2005). However, the adoption and the facilitation of the virtual reality tools requires high investment and technical specialty compared to the text/picture product information offerings (Shaffer 2006). This could make the entry barrier to the online shopping to the small retailers and sometimes it could be demanding high level of consumers' perceptual efforts. So the expensive technological solution could affects negatively to the consumer decision making processes. Nevertheless, most of the previous research on the online product information provision suggests the VR be the more effective tools. 2. Research Model and Hypothesis: Presented in

    , research model suggests VR effect could be moderated by the product types by the usage situations. Product types could be defined as the portable product and installed product, and the information offering type as still picture of the product, picture of the product with the real-person model and VR. 3. Methods and Results: 3.1. Experimental design and measured variables We designed the 2(product types) X 3(product information types) experimental setting and measured dependent variables such as information usefulness, attitude toward the shopping mall, overall product quality, purchase intention and the revisiting intention. In the case of information usefulness and attitude toward the shopping mall were measured by multi-item scale. As a result of reliability test, Cronbach's Alpha value of each variable shows more than 0.6. Thus, we ensured that the internal consistency of items. 3.2. Manipulation check The main concern of this study is to verify the moderate effect by the product type of usage situation. indicates that our experimental manipulation of the moderate effect of the product type was successful. 3.3. Results As
    indicates, there was a significant main effect on the only one dependent variable(attitude toward the shopping mall) by the information types. As predicted, VR has highest mean value compared to other information types. Thus, H1 was partially supported. However, main effect by the product types was not found. To evaluate H2 and H3, a two-way ANOVA was conducted. As
    indicates, there exist the interaction effects on the three dependent variables(information usefulness, overall product quality and purchase intention) by the information types and the product types. As predicted, picture of the product with the real-person model has highest mean among the information types in the case of portable product. On the other hand, VR has highest mean among the information types in the case of installed product. Thus, H2 and H3 was supported. 4. Implications: The present study found the moderate effect by the product type of usage situation. Based on the findings the following managerial implications are asserted. First, it was found that information types are affect only the attitude toward the shopping mall. The meaning of this finding is that VR effects are not enough to understand the product itself. Therefore, we must consider when and how to use this VR tools. Second, it was found that there exist the interaction effects on the information usefulness, overall product quality and purchase intention. This finding suggests that consideration of usage situation helps consumer's understanding of product and promotes their purchase intention. In conclusion, not only product attributes but also product usage situations must be fully considered by the online retailers when they want to meet the needs of consumers.

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  • Usability Evaluation of Knitting Customizing Website Using Knitting Machine (니팅머신을 이용한 니트 커스터마이징 웹 사이트 사용성 평가)

    • Jeong, Je-Yoon;Seo, Ji-Young;Lee, Saem;Nam, Won-Suk
      • Journal of the Korea Convergence Society
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      • v.12 no.10
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      • pp.19-25
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      • 2021
    • This study contains the results obtained after two and a half years of developing a knitting customization website using a knitting machine. Recently in the fashion world, various services using customization are being provided, and devices that users can design directly using knitting machines are being developed. However the existing website for knitting machine does not provide a certain usability or layout, so it is difficult for users to use open source and custom design. Therefore, this study was conducted for the purpose of developing a website that provides ease of use to users who will use the knitting customizing service using a knitting machine. As a research method, the first usability evaluation was conducted by synthesizing the studies conducted for the knit customization website development work. As a result of the study, found the problems of the initial custom screen and the initial output screen were found, and convenience, intuition, and readability were improved. Secondary usability evaluation was conducted on the modified website and it was confirmed that the problem was corrected. Through the website finally derived from this study, it is expected that the new platform in the domestic knit market will be popularized and the usability of the custom website will be improved.

    A study on costume play fashion-mainly on the costume players who use internet shopping malls (코스튬플레이 패션에 대한 연구(1) - 인터넷쇼핑몰을 이용하는 코스튬플레이어 중심으로 -)

    • Baik Cheon-Eui
      • Journal of the Korea Fashion and Costume Design Association
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      • v.8 no.1
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      • pp.137-144
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      • 2006
    • Though old generation criticizes on costume play that it is accepted by young generation without any criticism, it is gaining popularity and is settled with unique Korean characteristics. The study is to understand the characteristics of costume play and investigate on the attitude of costume players enjoying it. For this study, a survey was conducted on costume players who order tailor-made costumes or rent them by using references, existing papers and internet sites. The results are as follows. 1.37% of costume players live in Seoul and Gyeonggi area, 37% in Gyeongsang-do and Busan with 21% in other areas. Two areas shows higher rate than any other regions, as Seoul Comic and Busan Comic are held regularly and there are faster exchange with Japanese culture in these areas with enough money 2. Among costume players, female accounts for 73.7% with 26.3% male. It shows that female likes costume play more than male. It is because woman responds actively to what she likes than man does. The number of male is steadily increasing. By age, high school student is 40%, middle school student is 36%, older than 20 is 16% with 3% of elementary school student. 3.61% of them like the reproduction of character costumes, 14.7% like Pancos and another 14.7% likethe reproduction of character costumes and creation. 69.5% participates in costume play both in groups and individuals, 26.3% in groups and 4.2% in individuals. 45.3% participates in comic more than 8 times in a yew, 43.2%, 1-2 times and 11.6%, 3-4 times. Mostly they want $50,000{\sim}80,000$ won costume. 4. on the criticism of old generation that costume play is nothing but the imitation of Japanese culture, 87.4% of the respondents answered 'absolutely not' They think costume play is one of their favorite cultures. 5. on the parents response to costumeplay, 87% of the respondents answered 'Ethey understand', 13% said 'they cannot understand and dissent'. The respondents said costume play didn't affect their school records with 25% respondents who said they got better grades.

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    A Study on E-mail Campaigns and Feedback Analysis as Marketing Tools of Internet Fashion Shopping Malls - With Focus on Specialized Fashion Shopping Malls - (인터넷 패션쇼핑몰의 이메일 마케팅 활용과 반응 - 패션 전문몰을 중심으로 -)

    • Han, Ji-Sook
      • Archives of design research
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      • v.19 no.2 s.64
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      • pp.53-62
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      • 2006
    • E-mail has indeed developed from 'a means of instant communication' to an indispensable part of online marketing. Therefore, companies need to implement consistent customer management. Communication with customers and marketing through e-mail is a powerful way of communication and adapting one-to-one marketing strategies to customer trends, habits and taste preferences. Since setting accurate targets is especially important in the fashion industry, e-mail marketing is the most effective way to communicate with customers and one-to-one marketing constitutes a very important strategy. In this study, I will analyze this powerful one-on-one marketing tool, particularly actual e-mail messages sent by an Internet Shopping Mall from June 12 to July 30, 2005, examine the effect of these messages on sales growth and analyze actual feedback received. Regarding e-mail read rates broken down by age and gender, 1 found that females in their late twenties recorded the highest rate at 21.66% and their contribution to sales growth was recorded at 3.5% From actual sales records, found that 28.10% of total sales were attributable to people in their late twenties, showing that the age group that reads e-mails the most also buys the most. Regarding feedback by e-mail title, e-mails from the 'Casual' category seemed to be the most effective, in that most of these e-mails were read. Also, messages sent on Tuesdays were read the most, according to the feedback analysis by weekday. Section e-mails were read more often than regular e-mails. Regarding the view rate according to the time e-mails were sent, messages sent to females in their late twenties at two o'clock in the afternoon were read by 20.93% of recipients, recording the highest read rate. By offering informative content and practical tips, visitors will be attracted to the site and generate site traffic. Therefore, we can conclude that sending e-mail messages can greatly contribute to sales growth and e-mail marketing is very effective. Also, in order to make e-mail campaigns more effective and improve marketing results, we need to analyze actual results and apply our findings in future e-mail campaigns. With this, we get successful marketing results.

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    The Implementation of e-Learning System for the Dress Unit in the Subject of Technology & Home Economics in the Middle School (중학교 기술.가정과 옷차림 단원 학습을 위한 e-러닝 시스템 구현)

    • Lee, Young-Lim;Cho, Hyun-Ju
      • Journal of Korean Home Economics Education Association
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      • v.21 no.2
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      • pp.45-60
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      • 2009
    • This study is intended to implement an e-Learning system assisted class for the dress unit in the subject of technology & home economics in the middle school. This class is aimed at making teaching-learning in the dress unit effective, triggering students' interest in it, enhancing their understanding and offering basic materials for the e-Learning development about clothing instruction in the subject of technology & home economics. To make the concrete situational learning effective and provide realistic learning environments, learning contents were implemented so that the learners themselves could manipulate the contents by clicking. How to wear clothing according to learners' individuality was presented in order to trigger the learners' attention and motivation using the latest clothing pictures from the Internet shopping mall, and the dress fashion pictures of their peers. The result of this study can be summed up as follows. First, the implementation of learning materials with which simulation manipulation and visualization were possible could make the students reach the learning goals easily. Second, teaching-learning activity could be made more effective using audios, images and moving pictures rather than written texts. Third, learning the dress unit, which is especially related with a new fashion, made the most of the advantage of e-Learning by providing realistic and lively learning materials in a timely manner. And it triggered learners' motivation by providing pictures or moving pictures related with their real life. Based on these research results, this study suggests further research to develop e-Learning contents using various multimedia authoring tools as well as the ones applied to this study in learning the dress unit. It also suggests that the database of teaching-learning materials be constructed to securely prepare abundant instruction materials.

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    Influential Factors of Digital Customer Experiences on Purchase in the 4th Industrial Revolution Era - Focusing on Moderated Mediating Effects of Digital Self Efficacy- (4차 산업혁명시대의 디지털 고객경험과 구매간 영향관계 - 디지털 자기효능감의 조절된 매개효과를 중심으로-)

    • Jung, Sang Hee;Chung, Byoung Gyu
      • Journal of Venture Innovation
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      • v.3 no.1
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      • pp.101-115
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      • 2020
    • In the era of the 4th Industrial Revolution customers living began to come out, not inside the purchase funnel. Due to the diversity of product selection and the increase in digital channels, the way customers search for information and purchase it is changing innovatively. So, the customer journey in the digital age is much more complicated than the traditional funnel model suggests. Unlike many previous studies, this study was conducted for 1,200 customers in four product groups of fashion, automobile, cosmetics, and online shopping malls. As a result of the study, we investigated how digital self-efficacy plays a role in purchasing in a series of processes in which digital experience affects customer satisfaction and finally affects purchase. As a theoretical implication, as a result of introducing and testing digital self efficacy as moderated mediation effect. the digital self-efficacy between customer satisfaction and customer loyalty were determined to play a moderated mediation effect role. As a practical implication, it was necessary to actively utilize digital marketing for customers with high digital self-efficacy, but it was suggested that customers with low digital self-efficacy need to be careful about digital marketing fatigue.

    Satisfaction about Internet Shopping Mall and Purchasing Intention of Fashion Goods - Difference of Department of Fashion Design and Non Fashion Design - (인터넷쇼핑몰에 대(對)한 만족도(滿足度)와 의류제품구매의도(衣類製品購買意圖)의 차이(差異) - 의상전공(衣裳專攻)과 비전공(非專攻) 대학생(大學生)의 비교(比較) -)

    • Park, Hea-Ryung;Kim, Si-Wuel
      • Journal of Fashion Business
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      • v.5 no.3
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      • pp.19-34
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      • 2001
    • The purpose of this study was to investigate the differences of the general characteristics of subjects, the utilizing realities and the degree of satisfaction in the shopping mall and purchasing intention between group I that specializes in fashion design and group II that doesn't specialize in it. The results are summarized as the following six aspects. First, as a result of the general characteristics of subjects and the utilizing realities, the most different variables were the visiting frequency and the goods purchasing frequency. The result indicated that group II took more interests than group I. Second, as a result of the degree of satisfaction according to the factors of the general characteristics of subjects and the utilizing realities in the shopping mall, both group I and group II showed high degree of satisfaction in factor 1 (variety of event) whereas both groups showed relatively low degree of satisfaction in factor 3 (variety of goods). Third, as a result of the degree of satisfaction according to the general characteristics of subjects and the utilizing realities, group I showed significant differences in the degree of satisfaction according to a monthly allowance of pocket money and goods purchasing frequency and group II showed significant differences in the degree of satisfaction according to grade, the utilizing reason, goods purchasing frequency. Fourth, as a result of purchasing intention of fashion goods according to the general characteristics of subjects and the utilizing realities, group I showed the higher purchasing intention of fashion goods in group that the terms of payment was on-line payment than group that they was credit card. On the other hand, group II showed a significant difference in grade, which showed that group that was above third grade had the higher purchasing intention of fashion goods than group that was under third grade. Fifth, as a result of purchasing intention of fashion goods according to the degree of satisfaction, group I showed significant differences in factor 1 and factor 3 among the degree of satisfaction. In other words, group that had high degree of satisfaction in factor 1 showed the higher purchasing intention of fashion goods than other groups and group that had medium degree of satisfaction in factor 3 showed the higher purchasing intention of fashion goods than other groups. In group II, on the other hands, group that had high total degree of satisfaction showed the higher purchasing intention of fashion goods than other groups. Sixth, as a result of relative influencing power of independent variable with respect to purchasing intention of fashion goods in group I, the higher degree of satisfaction in factor 1 and the lower degree of satisfaction in factor 3 showed, the higher purchasing intention of fashion goods showed. As a result of relative influencing power of independent variable in group II, however, the higher grade and the higher degree of satisfaction in factor 1 showed, the higher purchasing intention of fashion goods showed.

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