• 제목/요약/키워드: 3D online shopping mall

검색결과 13건 처리시간 0.028초

Effects of Consumers' Technology Readiness on Telepresence and E-loyalty toward 3D Online Shopping Mall

  • Yang, Hee-Soon;Jung, Hye-Jung;Youn, Cho-Rong;Choi, Yun-Jung;Lee, Yu-Ri
    • 한국의류학회지
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    • 제35권6호
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    • pp.659-669
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    • 2011
  • Consumer responses to 3D online shopping malls are influenced by their attitudes toward technology. This study examines the consumer differentiation according to technology readiness, compares customers with different technology readiness in terms of their perceived telepresence and e-loyalty, and examines the effect of their perceived telepresence on their e-loyalty. Samples from 300 females aged 21 to 39 were used for the final analysis. The results are as follows. First, consumers were classified into three groups, Explorers (N=72), Pioneers (N=105), and Skeptics (N=123), through factor analysis and k-means cluster analysis. Second, the Explorers evaluated the telepresence of the 3D online shopping mall higher than any other group. The Skeptics presented lower e-loyalty and perceived less telepresence in the 3D online shopping mall than the other two groups. Finally, telepresence had a significant influence on e-loyalty, as identified by the regression analysis. This verifies the effectiveness of 3D technology adopted or to be adopted by online shopping malls and demonstrates that 3D shopping malls can be a strategic alternative in the online shopping sector where competition is fierce. The results show that online shopping malls should focus on establishing 3D shopping environments with further effort to utilize the technology.

Cyber Fitting형 3D Avatar를 이용한 인터넷 쇼핑몰 Easy-Order Prototype 유형 제시를 위한 연구 (A Study on the Presentation of Easy-Order Prototype in the Internet Shopping Mall using the Cyber Fitting Type's 3D Avatar)

  • 최성원;임지영
    • 디자인학연구
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    • 제19권2호
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    • pp.43-52
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    • 2006
  • 인터넷 쇼핑몰 시장의 급성장 속에서 의류 쇼핑몰이 선결해야 할 가장 중요한 과제는 바로 구매 후의 높은 반품률이다. 이러한 반품률은 감성적 구매를 요구하는 소비자들의 인터넷 의류 쇼핑몰에 대한 불만족과 불신으로 이어지고, 이로 인한 고객 만족의 하락으로 인터넷 의류 쇼핑몰의 미래를 어둡게 하는 가장 큰 장애요소로 부각되고 있는 상황이다. 즉 보고, 만져보고, 느껴보려는 소비자들의 감성적 구매요구를 충족시키지 못하고 있다는 것이다. 최근에는 사이버 피팅(cyber fitting)형 쇼핑몰이 등장해 이 같은 인터넷 쇼핑의 단점을 보완해 주고 있지만 시각적 흥미를 유발시키는 데는 성공했지만 기존 서술형 사이트에 비해 정보 제공성이라는 면에서 그리고 구매자의 필요한 감성적 욕구를 충족시키지 못하고 있다. 따라서 본 연구에서는 사용자 중심의 인터넷 홈쇼핑에 대한 해결 방안을 다음과 같이 모색하고자 한다. 첫째, 사용자들이 쉽게 접근할 수 있는 새로운 형태의 프로토타입(Prototype)의 개발이며, 둘째, 프로토타입(Prototype)에 따른 인터페이스를 통해 3D 가상현실로 내용적으로 그리고 감성적 욕구를 충족 시켜 소비자들이 정확한 판단을 이끌어낼 수 있도록 정보를 시각화하여 전달하고자 한다. 즉, 현재까지의 일방적이고, 정형화되어진 인터넷 전자 상거래 쇼핑몰을 소비자의 감성적 요구를 충족시킬 수 있는 사용자 중심의 3D 아바타를 이용한 인터넷 쇼핑몰 프로토타입(Prototype) 유형을 제시 하고자 한다.

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The Study of Mapping Coordination S/W Based on the Internet Shopping Mall for Silver Apparel

  • Lee, Yoong-Joo;Chung, Sham-Ho
    • 패션비즈니스
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    • 제13권6호
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    • pp.20-30
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    • 2009
  • The purpose of this study is to develop the effective customized elderly fashion marketing process based on the web site, where older customer will be able to choose various fabrics and to try them out. This aims to establish new prototype of internet shopping mall for customized elderly fashion clothing. In this study, new method of product presentation on the online shopping mall is proposed to offer product information through 3D virtual reality. With the online shopping mall(SATC Mall) as a showcase, we presented virtual mapping system so that it enable the customers to select the fabrics and to see exactly how chosen fabric will look when applied to image of clothing. As an initial test of the application of simulation to measure 3D visualization of product, mapping software Vision Easy Map Pro Version 6.0(NedGraphics) Vision Easy Map Viewer Version 5.0(NedGraphics) were chosen and applied. By using this mapping system, the fabric change of the apparel product could be made on the internet shopping web site. However, this approach has been successful applied for presenting and customizing garment products. Future research will focus on the integration of mapping coordination into SATC Mall.

도전감과 능력이 플로우에 미치는 영향 -20 쇼핑몰과 30 쇼핑몰을 중심으로- (Effects of Challenges and Skills on Flow-focused on a 2D Shopping Mall and a 3D Shopping Mall)

  • 양희순;이유리
    • 한국의류학회지
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    • 제32권4호
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    • pp.573-585
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    • 2008
  • Flow has attracted more interests in consumer behaviors, with pleasure and fantasy getting more important in shopping. "Flow" means the experience with which consumers feel as pleased and satisfied as in playing pleasantly, and the optimal experience they feel when they are indulged in an activity. The purpose of this study is to investigate the relationships among challenges, skills, flow experience, and future behavioral intention in online shopping malls. In addition, a 3D shopping mall and a 2D shopping mall were selected as the stimuli in order to examine the differences in flow experience in accordance with web site types. A survey questionnaire was developed and 700 data(2D group: n=380, 3D group: n=320) were used for analysis. Data were analyzed through structural equation model to explore effects of challenges and skills on flow. The results of this study are summarized as follows. First, the perception of higher challenges and skills led to positive flow experience and higher time distortion. Second, the higher the level of time distortion was, the higher the flow experience was. This means that a shopping mall will increase flow experience, if it is interesting enough to be unaware of time passing. Third, flow experience had a positive influence on future behavioral intention. Finally, in all variables except skills, the impact of 3D shopping mall is greater than that of 2D shopping mall, which means that web site types affect flow experience.

인터넷쇼핑몰의 의류상품정보 제시방법에따른 쇼핑가치와 만족 (Shopping Value and Satisfaction by Presentation Formats of Apparel Products -Information on Internet Shopping Malls)

  • 유은영;이유리
    • 한국의류학회지
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    • 제34권1호
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    • pp.14-26
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    • 2010
  • This study investigates the effectiveness of fashion coordination presentation formats when people buy apparel products online. This study conducted an online survey with 595 females who shopped online at the simulated website by a single apparel plan picture (n=189), coordination plane picture (n=187), and 3-D coordination image (n=216). For data analysis, factor analysis, Cronbach's alpha, MANCOVA, ANOVA, Duncan test, correlation analysis, and chi-square are used. The results of this study are: First, the hedonic shopping value was significantly the highest when respondents shopped at a 3-D coordination image shopping mall, the next highest-scored presentation type was the coordination plane picture, and the case of presenting only the single apparel picture was significantly the lowest. The utilitarian shopping value and information shopping value were higher in the coordination plane picture and the 3-D coordination image shopping mall than the single apparel picture. Second, transactions satisfaction was high when respondents shopped at a 3-D coordination image, coordination plane image, and single apparel image in decreasing order.

인터넷 패션 쇼핑몰을 위한 가상 피팅 모델 시스템 연구 (A Study on Virtual Fitting Model System for Internet Fashion Shopping Mall)

  • 탁명자;김치용
    • 한국멀티미디어학회논문지
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    • 제9권9호
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    • pp.1184-1195
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    • 2006
  • 오늘날 인터넷의 보급으로 인해 우리의 일상생활에 많은 변화가 이루어졌다. 그 중 인터넷 패션 쇼핑몰에 대한 인식은 나날이 증대되고 있으며, 인터넷 패션 마케팅 시스템을 보다 정확히 이해하고, 가상공간에서 마케팅 활동을 강화하기 위해서는 보다 과학적이고 체계적인 연구가 필요하게 되었다. 하지만 직접 입어보는 특수한 형식을 대체할 수 없는 것이 패션몰의 큰 단점이며 이를 대체할 시스템이 갖추어지지 않은 것이 현 실정이다. 따라서 다양한 체형을 감안하여 3D아바타에게 온라인 소비자의 정보를 주입한 가상 피팅 모델을 만들고, 여러 가지 옷들과 악세사리 및 장소(배경)까지 선택해 볼 수 있는 그런 완전한 가상 패션 쇼핑몰을 구축한 후, 인터넷 패션 쇼핑몰을 이용하는 소비자에게 온라인 매장에서 옷을 입혀 온라인의 쇼핑환경을 구축하는 것은 소비자의 신뢰를 확보할 수 있는 유일한 대안이다. 본 논문에서는 PC카메라를 이용하여 영상을 입력받고 경계선을 추출하여 가상 피팅 모델에게 옷을 입히는 가상 피팅 시스템을 구축하였다.

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The Influences of E-service Quality according to Image Interactivity Technology on Customer Loyalty and Purchasing Involvement

  • Yang, Hee-Soon;Lee, Ji-In
    • International Journal of Costume and Fashion
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    • 제10권1호
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    • pp.15-27
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    • 2010
  • This study investigates the differences of e-service quality depending on image interactivity technology and the influences of e-service quality on purchasing involvement and customer loyalty. Online shopping malls have made toward satisfying customers' shopping experience owing to the advance of technology. Above all, it is important to prove effectiveness of this technology to introduce it. Therefore, the purpose of this study is to test effectiveness of Image Interactivity Technology (IIT) which has been introduced by some shopping malls. For this study three shopping malls were designed as stimuli that have the different level of IIT. The women of 20-30 who have bought fashion products in online shopping malls participated in the quantitative research. Total 592 were used for the statistical analysis. Descriptive statistics, cross tabulation analysis, factor analysis, reliability analysis, one-way ANOVA, and multiple regression were implemented. Four factors of e-service quality were extracted. The 3D avatar shopping mall was higher than the others in those factors. Besides, e-service quality factors influenced purchasing involvement and customer loyalty. Therefore, online shopping malls are advised to introduce IIT and improve e-service quality

남녀 중고등학생 교복 착용 실태에 관한 연구 (A Study on Middle and High School Boys' and Girls' Uniform Wearing Conditions)

  • 현은경;강명희;남윤자
    • 한국의류학회지
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    • 제32권8호
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    • pp.1190-1201
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    • 2008
  • The objective of this study is to compare and analyze middle and high school boys' and girls' uniform wearing conditions. The survey was conducted online and data were obtained from 907 middle and high school boys and girls. The results of this study are as follows. First, most boys and girls did not know their body sizes other than their height and weight. Second, when purchasing the school uniforms, over 70% of the boys and girls chose to try on the uniforms before their purchase and over 60% of the boys and girls had trouble selecting their sizes just by reading the labels. Third, both boys and girls considered the fit as the most important factor. When purchasing jackets, both middle and high school boys considered the shoulder width as most important. Middle school girls considered the jacket and sleeve length as most important, whereas high school girls considered the shoulder width, waist, and bust as most important. When purchasing skirts or slacks, waist girth was considered as most important. Fourth, boys repurchased more school uniforms than girls. Boys have outgrown their uniforms usually in the length categories, whereas girls have outgrown in the girth categories. Fifth, more girls(72.7%) modified their uniforms than the boys(56.8%). Boys usually bought bigger uniforms, modified them to fit and when they grow out of their uniforms they planned to modify their uniforms again whereas girls modified their uniforms to follow the trend. Sixth, the online shopping mall survey has revealed that both boys and girls liked the idea of 3D model that reflect their own body shapes, but they had low preference to purchase school uniforms online. Online purchase has been more attractive to the boys than to the girls, while the way of fashioning uniforms has been more attractive to the girls than to the boys.

인터넷쇼핑몰의 VMD 구성요인에 대한 탐색적 연구 (An Exploratory Study on the Components of Visual Merchandising of Internet Shopping Mall)

  • 김광석;신종국;구동모
    • 마케팅과학연구
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    • 제18권2호
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    • pp.19-45
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    • 2008
  • 본 연구는 인터넷쇼핑몰 비주얼 머천다이징의 주요차원을 고객이 쇼핑몰에 진입한 후 정보탐색과 대안평가를 거치는 등의 쇼핑과정을 토대로 AIDA모형 관점에서 점포, 제품, 촉진에 초점을 맞추었다. VMD의 주요차원(primary dimensions)으로는 점포디자인, 머천다이징, 그리고 머천다이징단서로 구분하였다. 선행연구 결과를 토대로 점포다자인의 하위차원으로는 차별성, 간결성, 위치확인성을, 머천다이즈의 하위차원으로는 제품구색, 명성, 정보성을, 그리고 머천다이징단서의 하위차원으로는 제품추천 및 링크를 설정하여 VMD태도와의 관계를 탐색적으로 조사하였다. 연구결과 이들 세 차원은 종속변수에 유의한 정의 영향을 미치는 것으로 나타났다.

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Cyber Fitting형 3D 아바타를 활용한 신사복 이지오더(Easy-Order) 프로토타입(Prototype) 개발 (Development of Men's suit Easy-Order Prototype using Cyber Fitting 3D Avatar)

  • 임지영
    • 한국의류산업학회지
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    • 제11권2호
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    • pp.308-314
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    • 2009
  • In creating an avatar, consumers can find out for themselves their own sizes to be entered. Also, putting in a face creation main-page menu option enables clients to make up their faces and match them to their bodies. Through this process when purchasing clothes through the internet consumers can enter their own body sizes and create avatars that are identical to their body shape. The uniqueness of developed prototype is that it creates an avatar similar to one's body shape according to body size inputs and demonstrates visually to customers the on-line comfort test which was only available off-line traditionally. The avatar follows the movement of mouse from left to right which enables 3 dimensional visualization. Through maximizing the visual effect this research focuses on enabling consumers to feel subjective parts as if they are off-line. This study seeks to provide a type of prototype of an online shopping mall that meets the demand of the consumers using the 3D avatar.