• Title/Summary/Keyword: 프로슈머

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The Effect of Consumer's Prosumer Propensity on the WOM Effect of Fashion Website (소비자의 프로슈머 성향이 인터넷 패션사이트의 구전효과에 미치는 영향)

  • Hong, Keum-Hee
    • Fashion & Textile Research Journal
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    • v.14 no.1
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    • pp.75-82
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    • 2012
  • Compared to off-line, on-line word-of-mouth has fast dissemination speed and extensive effects based on interactive features. Moreover, in the age of Web 2.0, on-line media has made consumers evolve from simple purchasers to producers, who intervene into product manufacturing through on-line WOM. According to this, this study is conducted to clarify how consumer's prosumer propensity affects WOM in detail when purchasing fashion products on-line through website interactivity and perceived usefulness of WOM. The results are as follows. 1. Consumer's prosumer propensity is classified in four dimensions: the propensity to participate, the propensity to relate, the propensity to amuse and the propensity to create. 2. The sample has shown low prosumer propensity overall, and there were no gender differences. 3. Testing structural equation model, it was clarified that the higher the consumer's prosumer propensity, the higher the consumer's evaluation of website interactivity and thus the greater the WOM effect through its perception of usefulness. 4. There were some differences in the path of structural equation model according to consumer's prosumer propensity. From the results, it can be concluded that consumer's prosumer propensity is a key factor in the on-line WOM. Therefore fashion businesses should actively utilize consumer's prosumer propensity to apply their opinion in the product planning stage or use it as the means of company-friendly viral marketing.

A Study on the Production Activities of Consumer Information on Blog for Married Women (기혼여성의 블로그 소비자정보 생산활동에 관한 연구)

  • Chun, Kyung-Hee;Song, In-Sook;Sohn, Sang-Hee
    • Korean Journal of Human Ecology
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    • v.19 no.6
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    • pp.1013-1030
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    • 2010
  • Recently a prevailing trend in marketing has been the use of consumer participations or prosumer activities and this has caused consumers to become skeptical in their treatment of information found on blogs. Therefore, these marketing practices can be usefully examined to ensure they represent a neutral source of information for consumers. This study thus investigated married women's production activities of consumer information using personal blogs, their motives and experiences, and the characteristics of the information they produced. A qualitative study was undertaken using focus group interviews with two groups of sixteen married women in their 30's and 40's. Results suggested that personal bloggers' information production activities were primarily initiated by businesses and that bloggers were paid for their activities either with money or through the products they reviewed. Although the information produced was, because of its basis in consumer experience, consumer friendly, its quality was limited in the sense because it primarily reflected the perspective of businesses. The bloggers, themselves, expressed ethical uncertainty about their practices. Implications for consumer education and policy were also discussed.

An Effect of SNS Performance and Arts Information Service Quality on Initial Trust and Prosumer Activity: Focusing on Dance Performance (SNS 공연예술 정보서비스품질이 초기신뢰와 프로슈머 활동에 미치는 영향: 무용공연을 중심으로)

  • Park, Sun-Woo;Cho, Chul-Ho
    • Journal of Korean Society for Quality Management
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    • v.44 no.1
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    • pp.199-214
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    • 2016
  • Purpose: The present study was designed to examine the casual relationships among performance and arts information service quality, initial trust, user satisfaction, reuse intention and prosumer activity in social network service(SNS). Also, we intended to explore significant factors on use performance of SNS through causal model analysis in the viewpoint of total effect. Methods: As a survey tool, questionnaire has obtained validity and reliability through literature survey, exploratory survey and pretest and sample 403 was selected. For statistical treatment of pretest and main analysis, SPSS18.0 and AMOS18.0 were employed and structural equation model was employed as analysis method. Results: Result of this study shows as follows. Two factors (precision and reciprocal action) have an effect on user satisfaction, initial trust, reuse intention and prosumer activity. We found that with an importance of initial trust, prosumer activity can be a useful and significant factor in causal relationship of SNS. Conclusion: The present study shows that two factors(precision and reciprocal action) in via of initial trust, were important factors that related companies have to emphasize to raise performance, And also we confirmed new factor 'prosumer activity' through this study. However, the present study has some limitations to be studied in the future.

A Study on the Accounts Balancing Time of Small Distributed Power Trading Platform Using Block Chain Network (블록체인 네트워크를 이용한 소규모 분산전력 거래플랫폼의 정산소요시간에 관한 연구)

  • Kim, Young-Gon;Heo, Keol;Choi, Jung-In;Wie, Jae-Woo
    • Journal of Energy Engineering
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    • v.27 no.4
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    • pp.86-91
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    • 2018
  • This paper is a review of accounts balancing time in small distributed power trading platform using blockchain technology. First, the national VPP energy management system using the AMI applied to this study is introduced and then the accounts balancing time and process of the cryptocurrency coin payment which based on the power generation of pro-consumer certified by power big data analysis in a test bed environment is discussed. Futhermore the configuration of a power Big Data analysis system with GPU Fast Big Data that applies MapD to current lambda architecture is also introduced.

Security Measures for the Open Convergence Service on broadcasting and telecommunication (방송융합 서비스 개방화에 따른 보안대책 연구)

  • Jung, Chansuk;Lee, MyoungYeal;Shin, Yongtae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.521-523
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    • 2013
  • 최근 인터넷 기술의 발전과 폭발적인 인기를 누리고 있는 스마트폰 등의 인프라요소의 발전으로 인해 방송 및 통신 서비스의 융합된 형태인 IPTV, 스마트 TV 등의 새로운 형태의 서비스가 도입되어 시장을 형성하고 있다. 이러한 새로운 형태의 서비스는 기존 몇몇의 콘텐츠 제공자가 제공하는 서비스 뿐만아니라, 자신들이 만들 콘텐츠를 이용하고자하는 프로슈머들의 욕구 또한 충족시켜주어야 한다. 이러한 서비스 시장의 변화는 기존 폐쇄적인 서비스 운영형태를 가지고 있던 사업자들의 개방화 정책을 유도하고 있다. 우리나라의 서비스 사업자들오 이러한 서비스변화에 말맞추어 개방화 전략을 앞다투어 발표하고, 새로운 형태의 서비스를 통한 시장 점유율 향상을 위해 노력하고 있다. 하지만, 개방화된 서비스 형태는 자칫 새로운 보안문제를 야기할 수 있고, 이로 인해 새로운 서비스 조기정착과 서비스 시장확대라는 목적을 저해시킬 수 있다. 이에, 본 논문에서는 방송융합서비스의 개방화 정책에 따른 새로운 서비스 형태를 알아보고, 신규서비스에 내재되어 있는 보안위협을 도출, 이에 대한 대응방안을 제시하고자 한다. 이러한 대응방안은 신규 융합서비스 안정적 도입 및 확산을 위한 기반이 될 수 있을 것이다.

A Study on the M2M Energy Trading System Using Proof of Location Blockchain Network (위치증명기반 블록체인 네트워크를 활용한 사물 간 에너지 직거래 시스템에 관한 연구)

  • Kim, Young-Gon;Heo, Keol;Choi, Jung-In
    • Journal of Energy Engineering
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    • v.29 no.3
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    • pp.86-90
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    • 2020
  • This paper examines a blockchain network-based transaction system using location proofing in power direct transactions between networked energy clouds, energy communities, and prosumer machines participating in smart cities. It utilizes location-based blockchain network technology, which enables long-distance travel with recharging by power purchases during autonomous movements, autonomous electric vehicles that can purchase and sell electricity, and solar street lights that can be produced and sold in fixed form. In addition, it is possible to provide optimum power transaction matching and settlement reliability between machines without human intervention in power transactions between electric chargers. It also introduces a business-to-object business model between autonomous machines that exist in multiple and different spaces and through energy clouds that are expected to be scattered with various transaction prices, policies, and incentives.

Research on the Participation Types and Strategies for Facilitating Learning based on the Analyses of Social Media Contents (소셜 미디어 콘텐츠 분석에 따른 참여유형 및 학습촉진방안 탐구)

  • Lim, Keol
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.495-509
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    • 2011
  • According to the rapid technological development such as ubiquitous environments, there has been growing interest in learning with social media as known as social learning. This study was conducted to analyze various participation types of social media contents aiming to explore strategies for facilitating learning. Specifically, the research model was established by two aspects in using social media contents. First was classified by writings and readings in contents, which consists of prosumers, producers, consumers, and non-participants. Second criterion was categorized by instruction-related and instruction-nonrelated, which is learning contents, learning management, emotional expression, and social activities. In order to acquire empirical data, a set of fourteen undergraduate students participated in this research for eight weeks using a microblog. Based on the analyses on the data through learning activities, three learning strategies were suggested to facilitate social media based learning: analysis on learners, role of the instructor, and instructional model design.

Consumer needs of Digital Textile Printing in Clothing based on Digital Fashion System (디지털 패션 시스템 기반 디지털 텍스타일 프린팅 섬유제품 수요 경향)

  • Cho, Ha-Kyung;Kim, Eun-Kyoung
    • Proceedings of the Korean Society of Dyers and Finishers Conference
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    • 2012.03a
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    • pp.99-99
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    • 2012
  • 소비자의 기호가 다양화되면서 다품종 소량생산에 따른 대량 맞춤화에 대한 관심이 높아지고 있으며, 1990년대 후반부터 급격히 확산되고 있는 인터넷의 발달 및 디지털 기기의 확산에 따라 인터넷을 기반으로 한 전자상거래 환경에서의 대량 맞춤화 프로세스는 최근 의류 분야에서 주요한 경향으로 받아들여지고 있다. 대량 맞춤화 의류 제품의 수요는 인터넷 등 IT 기술의 발달과 맞물려 최근 개인의 특성과 취향을 고려한 인터넷 맞춤서비스를 기반으로 증가추세에 있으며, CAD 등의 테크놀러지의 활용을 통하여 디자인, 패턴제작, 재단 등의 자동 시스템을 도입함으로써 그 영역을 확장하고 있다. 이에 발맞추어 국내에서는 '디지털 패션 시스템'을 통해 3차원 바디 스캔, 3차원 컴퓨터 그래픽스, 3차원 Simulation, DID, DTP, 맞춤주문형 제품의 대량 생산기술 등의 단위 기술이 기업단위로 활용되는 등 가상현실을 이용한 3차원 가상쇼핑 등을 포함하는 기술로서 차세대 섬유패션 산업의 창출에 기여하고 있다. 그 중, 디지털 텍스타일 프린팅은 디자인에서부터 날염까지 전체 공정을 컴퓨터로 처리하여 기존의 복잡한 날염 공정을 단축하여 다품종 소량생산이 가능한 날염 방식으로, 대량 맞춤형 프로세스를 지원하며, 프로슈머(prosumer)로서의 소비자가 직접 참여하여 그들의 욕구를 최대화 할 수 있는 소비자 만족을 극대화 시킬 수 있는 대량 맞춤화 프로세스 중 하나의 단계로 소비자의 수요 반영하는 요소로 작용하고 있다. 즉, 디지털 패션 시스템에서의 디지털 텍스타일 프린팅은 대량 맞춤형 의류 제품에 있어 소비자 만족도와 직결되는 요인으로 분석된다. 따라서, 본 연구에서는 디지털 패션 시스템 기반의 대량맞춤형 섬유제품 및 디지털 텍스타일 프린팅 적용 섬유제품에 대한 기초 평가 문항을 제시하고, 소비자 태도를 분석하여 제시하였다. 또한, 분석된 기초 소비자 태도를 반영하여, 디지털 패션 시스템 기반의 디지털 텍스타일 프린팅(Digital Textile Printing) 의류 제품의 선호도, 인지도, 수요도 및 구입의향을 분석하여 최종적으로 디지털 패션 시스템에 적용된 디지털 텍스타일 프린팅 의류 제품의 수요 경향을 제시하였다.

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Analysis and Evaluation of Multi-view UCV(User Created Video) Service through Adjusting Camera Angle (카메라 앵글 조정 방식을 통한 다시점 UCV(User Created Video) 서비스 분석과 평가)

  • Sung, Bokyung;Ko, Ilju
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.39-47
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    • 2014
  • Fast advancement and dynamic diffusion of Smart device make big change to personal user. They have been extended from consumer only watching video to prosumer recording and sharing User Created Video(UCV). With this reason, as a platform for various kind of content service. Especially, UCVs for the purpose of sharing experience are recorded from same event on limited time and space by some people. These are also produced by various cameras that has each angle similar like broadcasting videos. In this paper, we present multi-view characteristic of UCV and propose Multi-view UCV service that is watching UCVs from same event through adjusting camera angle. Through user satisfaction survey, we knew that adjusting camera angle is preferred for watching UCV including overlapping part more than linear watching.

Game Fan-dom of Generative the Secondary Culture -Based On Machinima- (게임 팬덤의 이차 문화 생성 -머시니마를 중심으로-)

  • Oh, Seong-Suk;Park, Sung-Jun
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.130-139
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    • 2009
  • This paper introduces the secondary cultural productions of game fandom that have been underestimated. The participatory cultural activities of game users are broadly expanding owing to machinima technology based on game engine. It allows gamers to make the three dimensional digital animations simple and easy way. This paper studies that how simple game consumers change their role as producers through machinima. This study is focused on the relationship between polysemy of participatory Machinima and former fandom's the secondary culture studies using ethnographic research method. It is to clarify relationship between the game users' psychological motivation for culture practice and the machinimas. We verify practically the machinima's effects on fandom culture through analysing viewers' reaction using replies on the machinimas and then find out machinima is a very important tool for expanding the game culture realm as the main body.